Texture caching systems are designed to overcome the texture budget limitations of 3D games. Only the textures required to display the current scene are held in RAM. When new textures need to appear in the scene, they are loaded from a larger and slower repository, or they are dynamically generated.
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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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Following the links to the titles of each frame will cause a frame to fill the window - thus enabling searching of individual frames, and facilitating setting of bookmarks to individual pages. (Contents frames, have two links to the title; the word Contents brings the Contents frames to the top.)
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The SketchUp OBJ exporter extends the export capability of SketchUp by providing an additional export type in the File > Export > 3d Model dialog. OBJ is a legacy ASCII format developed by Wavefront/Alias Software.
II. What’s New?
• Support for positioned textures. The positioning of textures is now preserved upon export.
• Support for transparent materials. The transparency of materials is now exported to the OBJ file.
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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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T his tutorial will explain how to export static textured models (meaning no animation yet) from Maya into Crysis. I’ll update this tutorial as I learn more about the process and more tools become available. Big thanks to Psychojohno and Spiderdan for their tutorials which taught me a lot!
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This short tutorial implies that you know the basics of Maya. Please refer to the many available Maya Tutorials on the net on how to work with materials (textures) and how to apply them to objects. Just one quick tip: Many drag-and-drop operations in Maya are done with the middle mouse button. You can apply textures/materials to objects this way as well as moving materials from the upper window in the Hypershade Editor to the lower window in order to edit the material (right mouse button -> Graph).
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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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