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Finished with the lava shader, for now

Today I finished up my work on my lava shader. It turned out pretty nice!



I have a narrated demo video of the shader here: http://www.youtube.com/watch?v=pScLYuWuirw

The shader can be downloaded Here A max 2010 demo scene can be had Here

This project was a fantastic learning experience, and it leaves me wanting to spend more time on shaders. It raised some general questions that I’ve not yet had time to tackle as well:

  • How can we tie geometry shaders into materials to make interesting wavy effects? water? bubbly surfaces?
  • How can we use more information from the mesh’s world to adjust that object’s visual appearance beyond pre-rendered cube maps?
  • It is possible to write a maxscript interface for the hlsl shader. Is this effort even worthwhile?
  • Why is 3dsmax mapchannel ordering so wonky?

HLSL wise, I still want to spend more time with screen space effects, and take a look at some fun challenges such as color adjustments using LUTs and writing some sort of mood/environment color adjustment schema.

Meanwhile, it’s time for me to transition into an area that i’ve been neglecting for some time: Python.

Also, some awesome blogs to take a look at :
http://www.jshopf.com/blog/
http://www.rtrowbridge.com/blog/
http://adammechtley.com/

Monday, March 7th, 2011 Shaders

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Enemcee.com is the portfolio of Nicholas Morgan Covington, a tech artist within the game industry. This blog is a simple place for him to post and show off his daily technical musings


Where does the word enemcee come from? It's a phonetic (probably incorrect) spelling of the writer's initials - N (en) M (em) C (cee). Clever, right? Thought so.