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| | | | | www.reedbeta.com | |
| | | | | Pixels and polygons and shaders, oh my! | |
| | | | | www.ronja-tutorials.com | |
| | | | | Often when doing VFX you want stuff to stick to the floor. Even when that floor is uneven. Or decals to make existing geometry more interresting, or you want blob shadows on uneven floor, or some other use-cases in the same direction. (note: I used the free "Nature Starter Kit 2" from the Unity Asset store throughout this tutorial) Unity has the concept of a "projector" for that, but I have to admit I dont quite trust them. | |
| | | | | kosmonautblog.wordpress.com | |
| | | | | In this article I will explore ways to make Signed Distance Fields work in my engine. We can use SDFs for efficient and beautiful 3d renderings not possible otherwise. Signed Distance Fields are basically volume textures that are assigned to a mesh or height map etc.. The idea is to sample a number of locations... | |
| | | | | blog.molecular-matters.com | |
| | | Today's post is only a small gem I accidentally came across while I was looking for something entirely different: a faster method of multiplying a quaternion by a vector. I use quaternion-vector multiplication (rotating a vector by a quaternion) mostly in two places: When building the global pose of a skeleton from its local pose,... | ||