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Old 12-03-06, 10:03 PM   #13
oc2k1
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Default Re: Shadereditor experiment

Changing the hair direction is now possible too. The next version should be able to read the direction from a texture... (hmm it's time to add the stanford bunny)
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Old 12-05-06, 08:20 PM   #14
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Default Re: Shadereditor experiment

I've add a simple noisemodulation. I think it looks a little bit more realistic (16x AA clears all.

PS: fract(tan(float) * 43758.5453)*2-1 is a usable replacement for noise(float). sin() and cos() instead tan() are working too. That random numbers are good enough for graphics (but not for crypto....)
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Old 12-12-06, 09:03 PM   #15
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Default Re: Shadereditor experiment

I've wrote a importer. The texcoords/tangents aren't very good so the image has many artefacs. Because the tangents aren't aligned, I couldn't change the hairdirection.
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Old 12-31-06, 11:06 AM   #16
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Default Re: Shadereditor experiment

Last night I've installed QT4 and QSA1.2 (unfortunately it kills my QT3/QSA1.1 installation, so I can't recompile my old program). In the next days I'll port my code to the new QT version, so it would be able to run at windows too.

The model on the atached picture has round about 110K polygons.

My new roadmap for the next days:
Port to QT4
replace the MDI
Move the scripts from mainmenu to the items contextmenus
write more scripts
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Old 01-05-07, 06:48 PM   #17
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Default Re: Shadereditor experiment

Porting to QT4 is slow . I have some troubles with removing Objects from the tree.
I'm also thinking about using the developers verion of QT that support QScript, which should be a QSA replacement in QT4.3 and it should run with a speed like Spidermonkey
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Old 01-09-07, 05:53 PM   #18
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Default Re: Shadereditor experiment

80% of porting to QT4 is complete. The scriptlaucher is missing in this version, so it's impossible to load a model.

http://cpux.de/Lumina-0.0.1.tar.bz2

It would be nice if somebody could check if that code would compile on windows. Theoretical it should be plattform independent (maybe some changes in lumina.pro are needet)

Also I've registered my project at sf.net, but it will take some time. When it's done, I should have add the missing scriptlauncher.
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Old 01-13-07, 09:02 PM   #19
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Default Re: Shadereditor experiment

My sf.net project is online:
http://sourceforge.net/project/scree...618&ssid=50796
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Old 01-21-07, 03:13 PM   #20
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Default Re: Shadereditor experiment

I've loaded a new file up. The next step is to check if shadowalgorithms could run in Lumina.
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Old 02-01-07, 07:41 AM   #21
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Default Re: Shadereditor experiment

I have uploaded a new version at sf.net http://sourceforge.net/projects/lumina/ (the new gear scripts aren't includet)


The same object as smal video http://cpux.de/gears.avi
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Old 03-01-07, 04:01 PM   #22
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Default Re: Shadereditor experiment

I've uploadet a new relaise. The new version supports load and save and has a new DDS load with volume and cubemap support.
http://sourceforge.net/project/showf...roup_id=186618
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