Re: [Algorithms] texture-based fog idea
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From: Keith Z.L. <ke...@dr...> - 2000-07-17 13:23:58
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How about a link to the bitmap, I'd be interested in looking at it. :-) Keith DreamForge "Pallister, Kim" wrote: > I have a couple bits to add: > > - Brian's got the right way to look at it. A texture is just a lookup table > for a function. This can be useful for getting HW to do perpixel stuff with > more complicated functions that add and modulate. e.g. put a sine wave into > a texture, put noise into a texture. > > - I did an example of the above using the matrox g400 bumpenvmap, which is a > texture dependant lookup (one texture influences the tex coords for the > lookup of another texture. Feeding a noise texture as the bump map, and a 1D > sine wave as the other texture, I was able to get something like: > > color = Sin(x + noise(x,y)) > > Which looks like marble. I'm tempted to attach a bitmap to this > mail(MUST...OBEY...CHARTER) > > - Anytime you are doing something with a 1D texture, think about what you > could do with the other dimension if it were a 2D texture. There are some > cases where they might be related or independant. > > An example: I recently did a test I'll call Kim's Cheezy Terrain Test. I was > generating a heightfield with a number of octaves of noise, and wanted to do > the typical 'mountain tops are white, below that is green, etc. Fine, put > those color values in a 1D texture and that's it. It occurred to me that I > could modulate that with a gradient on the other access, and do: > > vertex.tu = vertex.y * (scale factor) > vertex.tv = ambient light + Dot product( vertex.normal, light vector) > > and I get vertex lighting modulating the terrain colors. > > (I know that's a bad example given that vertex lighting is so cheap, > especially in HW, but I just wanted to make a point) > > Kim Pallister > > We will find a way or we will make one. > - Hannibal > > > -----Original Message----- > > From: Conor Stokes [mailto:cs...@tp...] > > Sent: Thursday, July 06, 2000 9:56 AM > > To: Algorithms List > > Subject: Re: [algorithms] texture-based fog idea > > > > > > > >One whacky idea I've been playing around with (and to some > > > >good effect) is actually using a dither pattern built into the > > > >fog texture. I found with some good dithering effects, the fog > > > >looked much smoother > > > > > > Interesting idea. How about a DirtyPunk's Column on this? > > > > > I'll probably put it in the techfile. I've got a column > > update in the works > > :) I know I keep saying that, but honestly I do :) > > > > Conor Stokes > > > > > > > > -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > To unsubscribe from this list, send an e-mail to > "do...@3d..." with the following body: > > leave algorithms > > Web Archives of this list can be found at: > http://216.101.212.117/cgi/doweb.exe?list=algorithms > -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |