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	<title>Laurens Corijn &#187; Shaders</title>
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	<link>http://www.laurenscorijn.com</link>
	<description>3D &#38; Technical Artist</description>
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		<title>Cougar Realtime</title>
		<link>http://www.laurenscorijn.com/cougar-realtime.html</link>
		<comments>http://www.laurenscorijn.com/cougar-realtime.html#comments</comments>
		<pubDate>Wed, 09 Dec 2009 10:31:26 +0000</pubDate>
		<dc:creator>Laurens</dc:creator>
				<category><![CDATA[Shaders]]></category>
		<category><![CDATA[Unreal]]></category>
		<category><![CDATA[Work]]></category>

		<guid isPermaLink="false">http://www.laurenscorijn.com/?p=579</guid>
		<description><![CDATA[Been spending a lot of time creating realtime images, this week (as always). I put my Cougar into UDK and set up some materials for it. I think it looks so good that I should just share it up on my blog here. This image was created at 6144 x 3456 pixels with Unreal&#8217;s &#8220;tiledshot&#8221; [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;">Been spending a lot of time creating realtime images, this week (as always). I put my Cougar into UDK and set up some materials for it. I think it looks so good that I should just share it up on my blog here. This image was created at 6144 x 3456 pixels with Unreal&#8217;s &#8220;tiledshot&#8221; command. And that only took 2 seconds to render.<a href="http://www.laurenscorijn.com/wp-content/uploads/2009/12/Cougar_poster_01_2560.jpg"><img class="size-medium wp-image-581 aligncenter" title="Cougar_poster_01_1440" src="http://www.laurenscorijn.com/wp-content/uploads/2009/12/Cougar_poster_01_1440-500x281.jpg" alt="Cougar_poster_01_1440" width="500" height="281" /></a></p>
<p style="text-align: left;">I&#8217;m looking forward to the day realtime rendering becomes the standard.</p>
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		<title>Vertex Blending Snow</title>
		<link>http://www.laurenscorijn.com/vertex-blending-snow.html</link>
		<comments>http://www.laurenscorijn.com/vertex-blending-snow.html#comments</comments>
		<pubDate>Tue, 01 Dec 2009 16:26:09 +0000</pubDate>
		<dc:creator>Laurens</dc:creator>
				<category><![CDATA[Shaders]]></category>
		<category><![CDATA[Tips]]></category>
		<category><![CDATA[Unreal]]></category>

		<guid isPermaLink="false">http://www.laurenscorijn.com/?p=568</guid>
		<description><![CDATA[Due to an ongoing thread at the Polycount boards about the snow and ice of Uncharted 2, I replicated Paul Greveson aka MoP&#8217;s vertex blending material in Unreal. This is my result: The tank tracks are another type of blend, this one&#8217;s about the snow on the ground. I was asked to post my node [...]]]></description>
			<content:encoded><![CDATA[<p>Due to an ongoing thread at the Polycount boards about the snow and ice of Uncharted 2, I replicated <a href="http://www.greveson.co.uk/dump/blend_mask_2.avi">Paul Greveson aka MoP&#8217;s vertex blending material</a> in Unreal.</p>
<p>This is my result:</p>
<p><a href="http://www.laurenscorijn.com/wp-content/uploads/2009/12/Snowblends.jpg"><img class="alignnone size-medium wp-image-569" title="Snowblends" src="http://www.laurenscorijn.com/wp-content/uploads/2009/12/Snowblends-500x328.jpg" alt="Snowblends" width="500" height="328" /></a></p>
<p>The tank tracks are another type of blend, this one&#8217;s about the snow on the ground.</p>
<p>I was asked to post my node layout on my blog, so here goes:</p>
<p><a href="http://www.laurenscorijn.com/wp-content/uploads/2009/12/vertexsnow001.jpg"><img class="alignnone size-medium wp-image-570" title="vertexsnow001" src="http://www.laurenscorijn.com/wp-content/uploads/2009/12/vertexsnow001-500x224.jpg" alt="vertexsnow001" width="500" height="224" /></a></p>
<p>The base mask for snow coverage is calculated by using the Red vertex color channel (you can easily paint onto one channel only in UDK, great feature!) and a heightmap. These are combined together to create a transition effect with the heightmap, where the vertexcolors fade out. Clamped at the end to prevent extreme values, just for safety.</p>
<p><a href="http://www.laurenscorijn.com/wp-content/uploads/2009/12/vertexsnow0021.jpg"><img class="alignnone size-medium wp-image-575" title="vertexsnow002" src="http://www.laurenscorijn.com/wp-content/uploads/2009/12/vertexsnow0021-500x367.jpg" alt="vertexsnow002" width="500" height="367" /></a></p>
<p>Using the Green vertex channel, we calculate a varying number for the mask&#8217;s hardness. 20 is the ceiling value, a 1 is added to prevent powering to 0 (bad). The invert on the vertex color is just to make sure the default value is hard (default vertex color is 1,1,1,1).</p>
<p><a href="http://www.laurenscorijn.com/wp-content/uploads/2009/12/vertexsnow003.jpg"><img class="alignnone size-medium wp-image-572" title="vertexsnow003" src="http://www.laurenscorijn.com/wp-content/uploads/2009/12/vertexsnow003-398x500.jpg" alt="vertexsnow003" width="398" height="500" /></a></p>
<p>Both groups are combined by powering the raw mask to the hardness value, adjusting the contrast. Clamped for safety, though technically not necessary since we&#8217;re only powering a value of max 1to20,resulting in a  1 anyway.</p>
<p><a href="http://www.laurenscorijn.com/wp-content/uploads/2009/12/vertexsnow0041.jpg"><img class="alignnone size-medium wp-image-576" title="vertexsnow004" src="http://www.laurenscorijn.com/wp-content/uploads/2009/12/vertexsnow0041-500x353.jpg" alt="vertexsnow004" width="500" height="353" /></a></p>
<p>The mask is used on 3 LinearInteroplate nodes, to blend between snow and non-snow diffuse, spec and normals. Since I had the heightmap anyway, I just used it for a quick parallax effect on the diffuse (I should apply it to normals as well&#8230;).</p>
<p><a href="http://www.laurenscorijn.com/wp-content/uploads/2009/12/vertexsnow005.jpg"><img class="alignnone size-medium wp-image-574" title="vertexsnow005" src="http://www.laurenscorijn.com/wp-content/uploads/2009/12/vertexsnow005-500x221.jpg" alt="vertexsnow005" width="500" height="221" /></a></p>
<p>Total material. Nothing too complex, only 63 instructions which really isn&#8217;t expensive.</p>
<p>I recommend doing this in UDK only, since painting vertexcolors is incredibly easy there.</p>
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