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Tuesday, 25 November 2014

Mushroom Asset Development - Renders : GI

Initial mushroom renders.
Fairly basic light setup and the mantra surface shader.

Multiple camera renders:








Multiple object level copies of the mushroom asset, posed in world space simply for the purposes of render testing

Same again with addition of DOF

Thursday, 13 November 2014

Mushroom Gills - Radial Sorting

If you've ever needed to sort in a radial fashion, see below to find out how.

I've come against this problem countless times. It's come up again while creating the mushroom gills, so I thought it would be good to share the solution I've come up with.

The idea came when I was thinking about the angular gradient as a way to do radial sorting, I recalled the underlying formula for the angular gradient (shown below).

angularGradient = atan2($TX, $TZ) / 2 * $PI

Above you'll notice the $TX and $TZ, that will give us a circular / angular gradient about the Y Axis. Changing those position variables will give results about the other axis.

I might try to implement a VOP version which uses textures to do sorting in a similar way, be very handy to have a visual way to sort attributes.