Damus
Tom Forsyth · 4w
See now why do I post things like that? OF COURSE there's a cavalcade of irritating little things to clean up, each of them leading to a few hours of "huh, why does that happen then?" Still, I am gra...
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Anyway, here's some eye-candy. It's a rather violent "ridged roof tiles" texture, combined with an animated worm thing. This also shows off automated tangent-space generation and "teleports" between texture seams (which still have trouble at the "poles" at the ends).

The debug mode is neat. Green = primary ray steps, red = self-shadow ray steps, blue = number of mesh-edge "teleports".

Also, this shows how it simplifies linearly to standard normal-mapped rendering for LOD.

1
Tom Forsyth · 4w
Here's another mesh that is an inflated cube. With the debug mode, you can kinda see where the blue seams are for the "teleport" code. They seams work great, but of course they'd look a lot better if a real artist matched the seams up - right now it jumps between radically different texture/heightfi...