kunz Difference between revisions of "Live 2022.09.06"

Difference between revisions of "Live 2022.09.06"

From kunz
 
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Abstract Height Terrain
== Abstract Height Terrain ==


[File:Screenshot_at_2022-10-20_14-24-04.png | 960px]
[[File:2022_09_06_terrain.jpeg | 960px]]
 
== Scene File ==
[[:File:2022_09_06_abstract_height_techniques_005.hiplc | abstract_height_techniques_005.hiplc]]
 
 
== Video On Demand ==
<embedvideo service="youtube" dimensions="960x540" urlargs="modestbranding=1&showinfo=0">https://youtu.be/4JQmGFGKc84</embedvideo>
 
* 04:55 Creating the initial heightfield
* 05:45 Using VOPs to modify heightfields
* 09:30 Shaping heightfields using bias and gain
* 22:40 Using additional noises to distort terrains
* 30:07 Setting up cameras
* 39:48 Transferring heightfield values to a grid
* 40:54 Cutting the grid based off of heightfield elevation values
* 43:00 Calculating distance to borders
* 57:00 Creating a flow noise based on surface distance
* 1:05:20 Coloring the flow values
* 1:20:00 Rendering
* 1:22:00 Setting up lights
* 1:26:00 Shader based bump mapping to add detail
* 1:30:00 adjust main sun light direction
* 1:37:30 adjust anisotropic highlight direction in shader
* 2:14:27 wrapping up and adjusting redshift postFX

Latest revision as of 08:34, 25 October 2022

Abstract Height Terrain

2022 09 06 terrain.jpeg

Scene File

abstract_height_techniques_005.hiplc


Video On Demand

  • 04:55 Creating the initial heightfield
  • 05:45 Using VOPs to modify heightfields
  • 09:30 Shaping heightfields using bias and gain
  • 22:40 Using additional noises to distort terrains
  • 30:07 Setting up cameras
  • 39:48 Transferring heightfield values to a grid
  • 40:54 Cutting the grid based off of heightfield elevation values
  • 43:00 Calculating distance to borders
  • 57:00 Creating a flow noise based on surface distance
  • 1:05:20 Coloring the flow values
  • 1:20:00 Rendering
  • 1:22:00 Setting up lights
  • 1:26:00 Shader based bump mapping to add detail
  • 1:30:00 adjust main sun light direction
  • 1:37:30 adjust anisotropic highlight direction in shader
  • 2:14:27 wrapping up and adjusting redshift postFX