View allAll Photos Tagged glsl

realistic small security system control room, Cinematic, Photoshoot, Shot on 25mm lens, Depth of Field, DOF, Tilt Blur, Shutter Speed 1/1000, F/22, White Balance, 16k, Super-Resolution, Megapixel, Pro Photo RGB, VR, Lonely, Good, Massive, Half rear Lighting, Backlight, Dramatic Lighting, Incandescent, Optical Fiber, Moody Lighting, Cinematic Lighting, Studio Lighting, Soft Lighting, Volumetric, Conte-Jour, Beautiful Lighting, Accent Lighting, Global Illumination, Screen Space Global Illumination, Ray Tracing Global Illumination, Optics, Scattering, Glowing, Shadows, Rough, Shimmering, Ray Tracing Reflections, Lumen Reflections, Screen Space Reflections, Diffraction Grading, Chromatic Aberration, GB Displacement, Scan Lines, Ray Traced, ray Tracing Ambient Occlusion, Anti-Aliasing, FKAA, TXAA, RTX, SSAO, Shaders, OpenGL-Shaders, GLSL-Shaders, Post Processing, Post-Production, Cell Shading, Tone Mapping, CGI, VFX, SFX, insanely detailed and an aspect ratio of 16:9. --ar 16:9 --v 5.1 --style raw - Image #3 @BSSG

Testing some GL stuff out in Plask. I made a janky glsl point light shader. It mostly works but for some reason the specular highlights are showing up on polys that don't actually face the light.

Displacement Map video

 

El video fue hecho en processing.

Se utilizo opengl y glsl en tiempo real.

 

Se anadio una textura de una nebulosa

The white fireball trail in the foreground is a lighted billboard texture attached with a particle affector. The anime red hair is driven by a texture-phong glsl shader. The glass wall is driven by another GLSL shader using two textures, the first texture is a normal map and the second is a Render-To-Texture.

friday night technology tangent

weird combinations of trigonometric functions for alternative voronoi calculation

isolines of the angle and log distance from a set of points

weird combinations of trigonometric functions for alternative voronoi calculation

I loved Garrett's photo so much I thought I'd like to be there. The 2.5D trick seemed easy! Projection mapping in blender 2.5 is even easier so I thought I'd give it a try.

 

And then struggled. The real lens focal length doesn't seem to map to blender cameras and just figuring out where the ground plane is was extremely difficult for me. Then some lousy modelling, difficulties with the projection UV unwrap going crazy and this is the result.

 

I hope Pablo turns up with some tips and points out where I went wrong :)

realistic small security system control room, Cinematic, Photoshoot, Shot on 25mm lens, Depth of Field, DOF, Tilt Blur, Shutter Speed 1/1000, F/22, White Balance, 16k, Super-Resolution, Megapixel, Pro Photo RGB, VR, Lonely, Good, Massive, Half rear Lighting, Backlight, Dramatic Lighting, Incandescent, Optical Fiber, Moody Lighting, Cinematic Lighting, Studio Lighting, Soft Lighting, Volumetric, Conte-Jour, Beautiful Lighting, Accent Lighting, Global Illumination, Screen Space Global Illumination, Ray Tracing Global Illumination, Optics, Scattering, Glowing, Shadows, Rough, Shimmering, Ray Tracing Reflections, Lumen Reflections, Screen Space Reflections, Diffraction Grading, Chromatic Aberration, GB Displacement, Scan Lines, Ray Traced, ray Tracing Ambient Occlusion, Anti-Aliasing, FKAA, TXAA, RTX, SSAO, Shaders, OpenGL-Shaders, GLSL-Shaders, Post Processing, Post-Production, Cell Shading, Tone Mapping, CGI, VFX, SFX, insanely detailed and an aspect ratio of 16:9. --ar 16:9 --v 5.1 --style raw - Image #3 @BSSG

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