Monday, 25 February 2013

Viscous Blurred Material with Parallax Offset



In this personal research, I was searching a way to make a multi layered viscous parallax effect Material.To achieve this effect I needed a way to blur a texture. If you blur by  using a filter, it could become very expensive performance wise. Finally what I found is simply offset the mimap from the texture to have a blurred result.

1 - I used the vertex color for the parallax intensity


2 - result with a parallax offset uvs



3- Adding the MipMap offset using the same Vertex Color


4 - Finally adding the lighting to it


Video of the effect running in 3DSMAX

Tuesday, 20 December 2011

Cheap and Convincing Subsurface Scattering


First Prototype 3DSMAX HLSL Shader 


















UDK Shader Prototype















Virtools Prototype



Based on my HLSL Shader Research, As been Integrated in Frosbite 2
By Colin Barre-Brisebois ( Battle Field 3 Dice).
























FrostBite Video:



Published in GPU Pro 2, 2011. "Real-Time Approximation of Light
Transport in Translucent Homogenous Media"
As been present at the Game Developers Conference 2011 slide



I found a nice UDK demo using the tech
eat3d.com/blog/metalliandy/approximated-sub-surface-scattering-demo-udk