ACM Transactions on Graphics (SIGGRAPH North America 2017) Yun (Raymond) Fei and Henrique Teles Maia, Columbia University Christopher Batty, University of Waterloo Changxi Zheng and Eitan Grinspun, Columbia University Demo (Updated Jul-19-2017) Windows 10 x64 (3.0MB), Mac OS X (2.3MB), Ubuntu 14.04 (1.5MB) Source Code and Data Assets GitHub Paper Preprint: Original (17.1MB) | Reduced (2.4MB), Supp
You've probably run into terrain where the steep sides of a cliff have their texture stretched so much that it looks unrealistic. Maybe you have a procedurally generated world that you have no way to UV unwrap and texture. Tri-planar mapping provides an elegant technique to solve these issues and give you realistic textures from any angle or on any complex shape. Here you will learn about the tech
Intro Here you will find the distance functions for basic primitives, plus the formulas for combining them together for building more complex shapes, as well as some distortion functions that you can use to shape your objects. Hopefully this will be useful for those rendering scenes with raymarching. You can see some of the results you can get by using these techniques in the raymarching distance
https://main--cc--adobecom.hlx.page/cc-shared/assets/img/product-icons/svg/substance.svg | Adobe Substance 3D The next generation of creativity. Access all our 3D apps in the Collection plan for PRICE - M2M - Substance 3D Collection{{small-tax-incl-label}}. Free trial Buy now See business and enterprise plans. Call us for a consultation: {{phone-number-substance}}
リリース、障害情報などのサービスのお知らせ
最新の人気エントリーの配信
j次のブックマーク
k前のブックマーク
lあとで読む
eコメント一覧を開く
oページを開く