Random "How it's made?" thread
category: code [glöplog]
Hi,
Today, while I was reading the Mesh generation from signed distance function thread, I found that the magic behind uncovering static is actually a re-mesh over a SDF. Personally, having the "behind scenes" understanding only makes a demo much more impressive.
SO... I decided to open this thread so people can ask and explain the tech concepts behind demos and things we do...
Personally, some of the things that I want to understand would be:
Thanks,
TLM
Today, while I was reading the Mesh generation from signed distance function thread, I found that the magic behind uncovering static is actually a re-mesh over a SDF. Personally, having the "behind scenes" understanding only makes a demo much more impressive.
SO... I decided to open this thread so people can ask and explain the tech concepts behind demos and things we do...
Personally, some of the things that I want to understand would be:
- The wires effect at Spin - ASD
- The sea scene at the timeless
- Those impressive wall/floor textures at this scene
Thanks,
TLM
Regarding the wires effect from Spin/ASD: if you read the Pouet comment thread for that production, you'll see Navis explains how it works. Just follow your own link and search for "On the technical side:"
That comment can be found here :http://www.pouet.net/prod.php?post=574994
what's so impressive about those textures? looks like a slightly ramped up specular with the same grungemap.jpg facemapped :)
[insert porn here]
Thanks to Starchaser I can now add Cdak to this list \0/ http://web.archive.org/web/20140722124350/http://www.pouet.net/topic.php?which=7909&page=1