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Dir3d-l Digest, Vol 8, Issue 23

Dir3d-l Digest, Vol 8, Issue 23

2004-01-17       - By dir3d-l-request@(protected)

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Today's Topics:

  1. Re: question (Neto)
  2. vectorizer (Taumel)


-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- --

Message: 1
Date: Fri, 16 Jan 2004 19:11:42 -0300
From: "Neto" <neto@(protected)>
Subject: Re: [Dir3d-l] question
To: <dir3d-l@(protected)>
Message-ID: <000b01c3dc7d$b8dab6f0$1501b2aa@(protected)>
Content-Type: text/plain;   charset="iso-8859 (See http://iso-8859.ora-code.com)-1"

Halo uses a normal map and maps a cubemap texture as reflection, I guess.
Both features are not avaliable in director.

For water, I got a little approximation trick, quite limited, but the result
can be rather nice, since it produces a quasi-skybox reflection. I had a
demo somewhere... well, I'll explain and try to see if I got the demo at
home.

Pick a skybox texture set, and make a long cylindrical texture putting the
side textures side by side. Apply it to the plane. Now scale the shader
texture it by:

shader.texturetransformlist[1].scale(vector(texture.width/float(texture.heig
ht), 1.0, 1.0))
shader.texturetransformlist[1].scale(vector(adjustValue, 1.0, 1.0))

The "adjustValue" is a trial and error value to re-scale the texture so it
conforms better to the camera FOV. It should be possible to calculate the
value, but just throwing a 0.5 there worked for me ;)

What this will do, is map only a part of the refleciton texture to the
model. Now you need to translate the texture across the X axis so it scrolls
when the camera rotate. The effects looks like a cylindrical mapping,
reflecting the skybox. The way I found to properly rotate it is:

1) Calculate the camera rotation sin and cosin values:

 xAxis = camera.transform.xAxis
 xAxis.y = 0
 xAxis.normalize()

 zAxis = camera.transform.zAxis
 zAxis.y = 0
 zAxis.normalize()

 tSin = xAxis.dot(worldX)
 tCos = zAxis.dot(worldX)

(NOTE: I zero'ed the Y axis because that is the world up axis in my
scene -using Maya-, and since the reflection doesn't have up not bottom
caps, this will keep it cylindrical)

2) Calculate the rotation that should be applied to the "cylinder":
(wacky formulas! Don't ask me how I got to them, there were LOTS of trial
and error)

tRot = ((aTan(tSin / tCos) + pi/2) / pi)/2.0
if tCos < 0 then tRot = tRot + 0.5

3) Convert the rotation value to an horizontal translate value, usable in
the texturetransform.
(yet more waky stucc)

tRot = -(tRot) - 0.0625*shader.texturetransformlist[1].scale[1]

4) Now apply it to the texture transform:

 shader.texturetransformlist[1].position[1] =
tRot*shader.texturetransformlist[1].scale[1]

I'll dig the demo and post it, if it still exists.

-- -- Original Message -- --
From: "David Keel" <davidkeel007@(protected)>
To: <dir3d-l@(protected)>
Sent: Friday, January 16, 2004 2:41 AM
Subject: [Dir3d-l] question


> Does anybody know how they made the water/ocean in the game Halo? It's
quite
> impressive, especialy on the beach. I've been messing around with this fur
> code, and it has got me wondering if this might be an angle....
>
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-- ---- ---- ---- ---- ---- --

Message: 2
Date: Sat, 17 Jan 2004 13:27:43 +0100
From: "Taumel" <taumel@(protected)>
Subject: [Dir3d-l] vectorizer
To: <dir3d-l@(protected)>
Message-ID: <000d01c3dcf5$4ebb45a0$3a8efea9@(protected)>
Content-Type: text/plain;   charset="iso-8859 (See http://iso-8859.ora-code.com)-1"

Hello,

just two little things to show:

I wrote a little rectangular-vectorizer because i was sick of generating
little rect-logos via 3d applications.
This one reads graphics, builds meshes and optimizes them.

http://www.marune.de/taumel/dreidee/vectorizer/

Another shorty from last week. I've seen such a thing on a japanese site.
But it was rather slow...so here is mine.

http://www.marune.de/taumel/dreidee/molecule/


Greetings,

taumel


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End of Dir3d-l Digest, Vol 8, Issue 23
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