Caustics – Animated Textures

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I spent some time today on working out a pipeline to generate caustics animations for use in commercial projects which did not involve me writing any software. There are some great tools out there already but i didn’t really want to spend any additional money on this just yet.

These images are free for commercial use. If they are used commercially please remember to at least give credit to Kjell & Mathias as below. 🙂

The animation sheet plays left to right, top to bottom, 8 columns, 8 rows.

01,02,03,04,05,06,07,08
09,10,11,12,13,14,15,16
etc

:: Created with Caustics Generator v1.4 and Adobe Photoshop.

Caustics Generator v1.4
http://www.lysator.liu.se/~kand/caustics/
Kjell Andersson (kand@lysator.liu.se)
Mathias Bergvall

Lava Planet in Blender

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Having recently purchased the SpaceVFX tutorial series for Blender, I’ve been having a lot of fun working on content for this game project. I may render out maps for real-time display or just use static images for level / world selection.

Changing the color of SpeedTree materials at runtime in Unity3D.

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Need to instantiate and then tint some trees for your scene. Try something like this;

 

 

Surface nets – getting closer

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I played around with the size of the various loops to get it to this point. I’m not sure how it works but there are no out of index errors. With marching cubes the chunk iterations were from 0 to chunkSize -1. There are some verts which cross over outside of their chunk’s zone, circled in red int he image below. I should be able to force them back onto the chunk edge but it’s not ideal.

Code changes;

Surface nets – some progress

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A few minutes after the last post i realized my mistake. I’d mixed up the temporary Vector3 array with the production array.

The only things i changed from the previous code to get it to this point was swapping chunk.newVertices with chunk.vertices. Edit: I actually ended removing the swapped array altogether as i could find no area where it was referenced, result was the same.

Its still a way off, but hey.. its better!

 

 

Surface net code adaption failed attempt

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As a reference this is how it looks in marching cubes mode;

How it appears in my first attempt with the surface nets.

More experimentation to come. I’m guessing i’ve made a few mistakes here.

The modified code (original code here )