Morph Animation Demo

This is a presentation of a Morph Animation technique based on the GPU approach described in ShaderX3: Advanced Rendering with Directx and OpenGL section 1.4. Me and a friend of mine implemented this as a summer practice, but that solution was entirely based on the CPU with a dynamic vertex buffer.

While this works, it’s much faster and requires less computational power to go with the GPU approach that binds the target and source vertex buffers to the same input layout. That way, the interpolation can be done entirely in the vertex shader.

Fluid Dynamics: Tornado

Recently I’ve been working on a lot of small projects in Maya during my free time, with this being one of the most challenging one.Β Β It’s a work in progress of my Fluid Dynamics experiments, in which my goal is to learn more about Maya’s fluid & particle simulations in order to create better visual effects. I’m going to try everything from making realistic fire and weather effects but for now I’m just focusing on the tornado.

So far so good, but I’m probably going to make a new blend between my cached animations. I’m not really where I want to be yet, but eventually I’ll get there. Enjoy πŸ™‚

Bump Mapping & Displacement Mapping

I played around a bit with Bump Mapping and Displacement Mapping, just to showcase their differences. I went out on the world wide web and found a decent looking floor texture which I later on edited to feature a bit more detail. I finished off by creating a Bump Map which in this case could also be used as a Displacement Map due to the hard edges of the stone tiles.

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Texture

Just a low poly plane with the edited texture applied to it. Nothing more goes on here, except a light source in the form of a spotlight from above.

Texture + Bump Map

The Bump Mapping adds subtle details to the floor by faking depth, since the black and white only instructs Maya of one thing: Up or Down? If we were to rotate this plane, it would still be flat like before. That’s because Bump Mapping only controls how the lighting is reflected on a surface and uses information in the Bump Map to tweak the already existing surface normals on the object. We are simply redirecting light rays, in short terms, to achieve the effect we want.

Texture + Displacement Map

Displacement Mapping, also known as Height Mapping for its use to create landscapes and create actual geometry at render time, gives a more realistic look on the tile floor and the light source in my scene is now casting real shadows. It takes a bit longer to render because of the added geometry, but it gives a much more realistic look compared to the Bump Map. If we were now to rotate this plane, it would no longer be flat and there would actually be a depth in between the stone tiles.

HDR Rendering Practice

Today I decided to do something a little bit different, so I dug up some HDR images and played around with the reflective attributes of the mi_car_paint_phen_x material. I just took a plane and cut a sphere in half, attaching a surface shader to it with its Out Color linked to a HDR image of a window. Voila.

Amazing results for being such a quick setup, didn’t think it would turn out the way it did. Probably going to put out some documentation on this in the future, would be fun to play around a bit more with this material. Until next time, have a good one πŸ™‚