HighOmega v3.02 is here! https://github.com/toomuchvoltage/HighOmega-demos/releases/tag/v3.020000 Feedback is very welcome and encouraged: https://reddit.com/r/GraphicsProgramming/comments/gnsnsp/combining_radiosity_and_raytracing_again/ as I'm making this the last demo release before an upcoming game. 🤞🤞🤞
#vulkan #vulkanapi #rtxon #rtxoff #raytracing #radiosity #3d #graphics #programming
50% gloss, 50% diffuse: It's clearcoat, though R0 is 1.0 right now everywhere. Contact hardening and control over appearance modelling. No stochastic sampling, no ghosting. Preview for HighOmega v3.02
Slightly 🙂 ...coming soon. Sometimes you have to wrestle control back from the pipeline 😉
The reason R0 is 1.0 is because things never looked good enough for any change in the refractive index to make a difference: the materials have always been PBR.
Music by Mark Sparling (Garden of Hope - 2019 dailies). Check out more of his stuff on: https://twitter.com/Markymark665 . In fact the music is what made me visualize the whole thing together.
Thanks to Otavio Good for the fontmap and the SDF technique. Graffiti encoded by a new version of my very own #shadertoy utils!
So I can finally break this toot embargo a little bit 😏:
HighOmega v3.01 is here:
Would love to hear feedback here or on reddit:
I actually dared to distort an #sdf with an #fBm for this one during #spheremarching. Does result in infinite loops that need detection/termination... but that's more or less easy. Check out the shadertoy/code to learn more!
I actually tried using the luma of the ground texture to compute tangent space normalmap and bring it into worldspace to do bump mapping... but it just made everything noisier so I ditched it.
Bring me all the thoughts! 🙂
Ok, so some improvements since last night:
* more stable stars
* less aliasing (with added moblur)
* box adjusted env map
* gamma correction
* non-skewed nebulas
* some perf gains
Go forth and PREMULTIPLY!(?)
I made fractalTreePart6(...) specifically for the base patterns on the mountains. I also warp the mountains and get their normals accurately.
Would love to hear feedback!🙂
If this takes you back... then you get me! 🙂
Shadow of the Beast track (on the #commodore #amiga) inside the tree level had these awesome #PSYGNOSIS OWL eye balls moving on a sine that could hurt you. Hence this #shadertoy!
https://shadertoy.com/view/3lBSzK produced using my very own Shadertoy utils! https://github.com/toomuchvoltage/shadertoy-utils All covered under #MIT licensing. It is by the way done by #spheremarching an #sdf #WebGL #GLSL
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