Posts Tagged ‘Shader’

Shriveling Apple Shader

March 14th, 2010

For “Advanced Computer Graphics”, a colleague of mine and I had to do a little shader project with FX Composer and CGFX.

We decided to create a shriveling apple material, which you can modify the age of. We used image based lighting for some nice diffuse and specular light, for the apple at a young age, reflections, and when getting older, some bump maps plus occlusion mapping. I ZBrushed the apple to get some nice maps, and so that I don’t have to paint them by hand.  We also wanted to add some vertex displacement per vertex textures, but we somehow didn’t get them to work…

Anyway, here’s the result:

Shriveling apple shader - part 1

Shriveling apple shader - part 1

Shriveling apple shader - part 2

Shriveling apple shader - part 2

Shriveling apple shader - part 3

Shriveling apple shader - part 3

Horay for a framework!

November 27th, 2009

Today I struggled about 8 hours with a computer graphics programming assignment. It’s not that I’m new to shaders, I’ve written some in Cg (Ogre) and more in HLSL (XNA). But this time it’s OpenGL and Cg…and what should I say…I just had a hard time getting it to work properly. It was probably a series of some crappy mistakes and it ate up all my nervs.
Nevertheless, I found the mistake(s).  Maybe I was just sitting in front the the PC for too long and my brain was all messed-up.

All the errors (in sense of visual debugging) I got somehow reminded me of a classical case of I Get Your Fail (really amusing for the not involved…for me right now, I rather feel like crying).

My main point is, that it are these types of situations, which let you worship good frameworks / engines, which handle all the “nasty” stuff for you ;)