Added: 1 year ago
From: kazeohin
Views: 21,053
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  • Isn't this the same sort of shader that Crytek used in Crysis to render rocks. If I remember correctly it was extremely resource heavy even for a Nvidia 450 or ATI 5770.

  • if it's possible to instance geometry on other geometry, you might want to look into adding locusts into this system =D

  • at first I thought it looked below average, worse than bump mapping even, but that was before you modified depth and it looked much more defined.

  • Dude that's amazing, good work!

  • PERFECT !!!!!!! Great job !!!!

  • howdy

    how did u just create tesselation with bumpmapping depth?

  • actuallu you cant use this in game cose it is very heavy

  • @MotherRussiasSon

    I have seen this in flight sims, to give a 3d effect to the top of clouds in: Rise of Flight, DCS series, Lock on series.

  • don't hate but i'm a computer noob

    can someone explain to me what shaders are

    i thought they were just for shades but apparantly not

  • @oliball123 they are used for everything from object materials/textures through environmental effects to just generic effects. the main point being they're able to manipulate 2D image/picture/texture (if we're talking about pixel shaders) like photoshop effects can, and in many many other ways, but in real time.

  • watch?v=acqKMJcOFjg looks much better.

  • @ThaFunkster100

    Erm, no, that's not a steep slope parallax mapping demonstration, it's just a cube with a texture, normal map, and reflection, if you are using parallax, then #1. It's a poor demonstration and #2. It's a lot of wasted resources on something that could easily be done with a normal map instead.

  • I have not been able to achieve such amazing results and I am wondering if it is simply because I am running DX9. Does your shader require DX10?

  • awesome shader dude

  • I made something very similar to this at about 160 instructions.

  • Any chance you can give us tips? I know about Normal Mapping and Texturing and Have made a set of Texture, Normal and Ambient Occlusion maps but dunno what to do with the Ambient Occlusion and Displacement maps.. O.o

  • @appledrum2a I've played around with AO maps. The best way to implement them is complicated, and requires a custom lighting solution, but I won't get too far into that. Essentially AO maps are designed to give the shader more "pop" in ambient lighting. Ambient Lighting is non-directional, thus normal details don't shine through. Don't over-use the effect, or you get the 'bruised' effect of shaders exhibiting too much contrast in light. Personally, I don't bother with them at all anymore.

  • Compared to dx11 tessellation, how resource heavy is this shader?

  • @Dskater101 : I don't currently have a DX 11 video card, however I can tell you that the shader has 'levels' of power/detail. The highest 'level' is closing in on 200 instructions, however the 'medium' brings it under 120 instructions (whilst still giving a good effect) and all of the 3D bumping can be turned off and just leave the vertex blending with less than 70 instructions per pixel.

  • @kazeohin

    That is really impressive, do you have any real deadline of when you will release your product?

  • i thought it was some kind of joke up to about 0:25, but it looks really good

  • wooow :D

  • kazeohin, Hey dude great looking little paint shader. Drop me a line and ill buy this right now even when in development still.

  • Very very impressive dude!. I wish I could do stuff like that. Taking a games design course at uni at the moment and were starting to use the UDK which is an awesome piece of kit. Ive made textures before and had bump maps and some bump offsets and I'm asuming that isnt bump offset but something much more complicated. Anyways. Nice job dude!! Love the vertex Painting too. Atleast thats what I think it was xD!

  • "hey look I made a fantastic shader! Everyone can see how it works. Want it? HEH GTFO!" But it is a very impressive job you have done there ;D

  • @pixphi Nothing would make me happier than sharing my work with the community. However: I'm creating a product; a product that will eventually go for sale. Once that product is for sale, you can feel free to shower yourself in its code like a duck bathing in a fountain.

  • @kazeohin at a cost of course

  • @kazeohin I'm wondering when you will release your product too! xD

    It looks really amazing! Congratulations!

  • @pixphi Have a nice day. :P

  • Thats insane. I'd love to look at the shader tree :P

  • I made aswell a Steep paralax mapping shader for the udk I ask u how did u actually made the smoothing angle? and pls check ur gmail emails

    hope u answer :)

  • Any plans to release this awesome shader to the public? :D

  • @Blades265: Not by itself... ;)

  • wow that looks super sweet :P

  • It looks fantastic. What I'd really love to see in the UDK is DX11 with Tessellation, but this is the next best thing.

  • Great shader you have there, KazeoHin. I know you've spent a lot of time on this and it's really paid off.

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