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Shader Programming

I m a 3D Video Game Artist who explore and express himself In 3D Programming. Tuesday, 19 March 2013. This research was made for a game who was happening inside the human body. Veins, heart, red cells, white cells, everything is alive and needs to have animation. I decide to try with a morphing base animation system. It will use one morph target and bake each new vertex position in the vertex color with the help of a Max Script. This is my first result: A beveled cube morphing to a sphere. Float4 texture...

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Shader Programming | shadermb.blogspot.com Reviews
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I m a 3D Video Game Artist who explore and express himself In 3D Programming. Tuesday, 19 March 2013. This research was made for a game who was happening inside the human body. Veins, heart, red cells, white cells, everything is alive and needs to have animation. I decide to try with a morphing base animation system. It will use one morph target and bake each new vertex position in the vertex color with the help of a Max Script. This is my first result: A beveled cube morphing to a sphere. Float4 texture...
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2 vertex color backed morph target
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4 other example
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6 marc bouchard
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Shader Programming | shadermb.blogspot.com Reviews

https://shadermb.blogspot.com

I m a 3D Video Game Artist who explore and express himself In 3D Programming. Tuesday, 19 March 2013. This research was made for a game who was happening inside the human body. Veins, heart, red cells, white cells, everything is alive and needs to have animation. I decide to try with a morphing base animation system. It will use one morph target and bake each new vertex position in the vertex color with the help of a Max Script. This is my first result: A beveled cube morphing to a sphere. Float4 texture...

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1

Shader Programming: Cheap and Convincing Subsurface Scattering

http://www.shadermb.blogspot.com/2011/12/cheap-and-convincing-subsurface.html

I m a 3D Video Game Artist who explore and express himself In 3D Programming. Tuesday, 20 December 2011. Cheap and Convincing Subsurface Scattering. First Prototype 3DSMAX HLSL Shader. Based on my HLSL Shader Research, As been Integrated in Frosbite 2. By Colin Barre-Brisebois ( Battle Field 3 Dice). Published in GPU Pro 2, 2011. "Real-Time Approximation of Light. Transport in Translucent Homogenous Media". As been present at the Game Developers Conference 2011 slide. 22 December 2011 at 05:16.

2

Shader Programming: March 2013

http://www.shadermb.blogspot.com/2013_03_01_archive.html

I m a 3D Video Game Artist who explore and express himself In 3D Programming. Tuesday, 19 March 2013. This research was made for a game who was happening inside the human body. Veins, heart, red cells, white cells, everything is alive and needs to have animation. I decide to try with a morphing base animation system. It will use one morph target and bake each new vertex position in the vertex color with the help of a Max Script. This is my first result: A beveled cube morphing to a sphere. Float4 texture...

3

Shader Programming: December 2011

http://www.shadermb.blogspot.com/2011_12_01_archive.html

I m a 3D Video Game Artist who explore and express himself In 3D Programming. Tuesday, 20 December 2011. Cheap and Convincing Subsurface Scattering. First Prototype 3DSMAX HLSL Shader. Based on my HLSL Shader Research, As been Integrated in Frosbite 2. By Colin Barre-Brisebois ( Battle Field 3 Dice). Published in GPU Pro 2, 2011. "Real-Time Approximation of Light. Transport in Translucent Homogenous Media". As been present at the Game Developers Conference 2011 slide. Subscribe to: Posts (Atom).

4

Shader Programming: Viscous Blurred Material with Parallax Offset

http://www.shadermb.blogspot.com/2013/02/viscous-blurred-material-with-parallax.html

I m a 3D Video Game Artist who explore and express himself In 3D Programming. Monday, 25 February 2013. Viscous Blurred Material with Parallax Offset. In this personal research, I was searching a way to make a multi layered viscous parallax effect Material.To achieve this effect I needed a way to blur a texture. If you blur by using a filter, it could become very expensive performance wise. Finally what I found is simply offset the mimap from the texture to have a blurred result. Montreal, Quebec, Canada.

5

Shader Programming: Vertex-Color Backed Morph-Target

http://www.shadermb.blogspot.com/2013/03/vertex-color-backed-morph-target.html

I m a 3D Video Game Artist who explore and express himself In 3D Programming. Tuesday, 19 March 2013. This research was made for a game who was happening inside the human body. Veins, heart, red cells, white cells, everything is alive and needs to have animation. I decide to try with a morphing base animation system. It will use one morph target and bake each new vertex position in the vertex color with the help of a Max Script. This is my first result: A beveled cube morphing to a sphere.

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Shader Programming

I m a 3D Video Game Artist who explore and express himself In 3D Programming. Tuesday, 19 March 2013. This research was made for a game who was happening inside the human body. Veins, heart, red cells, white cells, everything is alive and needs to have animation. I decide to try with a morphing base animation system. It will use one morph target and bake each new vertex position in the vertex color with the help of a Max Script. This is my first result: A beveled cube morphing to a sphere. Float4 texture...

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