Hi all!
A little update of specular effect. Now with support of RGB channel. I have a screenshot with edge detect anti-aliasing:
Look, blue in metal and red in crystal… painted by Prompt
Hi all!
A little update of specular effect. Now with support of RGB channel. I have a screenshot with edge detect anti-aliasing:
Look, blue in metal and red in crystal… painted by Prompt
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Hey!
I didn’t see your new posts until now. They look great!
the thing I love of ssao is that its performance is geometry independent and the results are very impressive, being an approximation technique to global ambient occlusion and actually to global illumination.
also I think that your pipeline is only slightly modified to introduce this technique (because it is a shader itself), so you can provide new cool graphics to your old game (teorically) with a little modifications
related with AA, wow, it’s incredible the lot of things and stuff related with antialiasing. you can write several thesis with the different techniques used for it. (in fact they have been written).
in the last technicall book I bought, realtime rendering 3rd edition, there are more than fifty pages related with AA, I remember.
Hi!
I follow the web site of “Real Time Rendering” mmmm I need to take a look to this book for AA. At now I think my edge detect have too much size, maybe the result that I want is better with little lines