The 3D Blaster ® RIVA TNT2™ PCI is a high quality 2D/3D/video graphics accelerator card that is well suited for a wide variety of applications ranging from everyday desktop use to gaming and entertainment.
Leveraging the RIVA TNT2 M64 graphics controller from NVIDIA ®, the 3D Blaster RIVA TNT2 PCI delivers high quality and performance. Its dual texture architecture can process 2 pixels or textures per clock cycle; this enables developers to create special effects such as multi-layered textures, bump mapping to simulate rough surfaces, and environmental mapping that gives objects reflective properties. Developers can take advantage of advanced filtering modes (including trilinear mipmapping and anisotropic filtering) with full scene anti-aliasing to create realistic images that rival more expensive graphics workstations.
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19 Mar
Posted by jj as Java
The Java 2D™ API enhances the graphics, text, and imaging capabilities of the Abstract Windowing Toolkit (AWT), enabling the development of richer user interfaces and new types of Java™ applications. Along with these richer graphics, font, and image APIs, the Java 2D API supports enhanced color definition and composition, hit detection on arbitrary geometric shapes and text, and a uniform rendering model for printers and display devices. The Java 2D API also enables the creation of advanced graphics libraries, such as CAD-CAM libraries and graphics or imaging special effects libraries, as well as the creation of image and graphic file read/write filters.
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31 Jul
Posted by jj as Design & Graphics
This is tutorial #2 in the series for changing or removing backgrounds. This method uses the extraction tool available in Photoshop CS2 (I’m not sure if it’s available in Photoshop CS, but it won’t be available in any version prior to this). Unfortunately, unless other softwares contain this tool (I don’t know of any that do), the tutorial will only be geared to those who own Photoshop CS2 upwards.
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1. What is the Patch Tool
1.) The Patch tool lets you repair a selected area with pixels from another area or a pattern.
2.) Like the Healing Brush tool, the Patch tool matches the texture, luminosity, and color of the sampled pixels to the source pixels.
3.) When repairing with pixels from the image, select a small area to produce the best result.
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The 2.5D concept. ZBrush combines 2D and 3D. When you are doing basic sculpting and movement you are in 3D but when you add detail and color with projection Master you are in 2D. This is where 2.5D came from. ZBrush and the use of the Pixol rather than the Pixel
• This is from the ZBrush Practical guide
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1. Create a NURBS surface and deform it a bit to get a nice-looking bumpy terrain.
Create a camera
2. Open the Hypershader. Create a Blinn node and edit it as shown below
I highlighted in red the attributes that need to be edited. Don’t forget the slight blueish Ambience, because snow is always a bit blue when in sunlight. Also add a light bump (on the example, I use the Turbulence texture, available in the highend3d.com library. Rename the blinn1 as snowBlinn.
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21 Jul
Posted by jj as Design & Graphics
This tutorial shows how to create behaviors for interactive textures: scrolling, blending textures on the faces of a cube. We will work on one face of the cube with its specific material-shader and one texture “mountain.jpg”. Part 4 of this tutorial covers setting up an orbital camera.
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In this tutorial you will learn how to use the alpha channel of your projected image to “stencil” your image over/under other images on your geometry with the use of a layered shader. first off build your self a nurbs sphere, make it look some thing like this:
(You don’t have to but it will look better!)
Open up your MultiLister and create a BlinnSG (Make sure Shading group is ticked).
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