<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-7887503020917448319</id><updated>2012-02-08T17:26:17.485-08:00</updated><category term='MaxScript'/><category term='hlsl'/><category term='music'/><category term='Scenes'/><category term='The Lighthouse'/><category term='Render'/><category term='drawings'/><category term='.NET Programming'/><category term='Game Art'/><category term='El Enigma de la Abadía'/><category term='The Oilfield'/><category term='Non HLSL Shaders'/><title type='text'>David Miranda Dev Blog</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>45</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-2962665208230403675</id><published>2012-02-08T17:26:00.000-08:00</published><updated>2012-02-08T17:26:17.494-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hlsl'/><title type='text'>Foliage lighting model</title><content type='html'>New / still un development lighting model for thin surfaces such as leaves.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/--XTRfI3rjdY/TzMgo2VyBII/AAAAAAAABd4/B2sIfQMykLE/s1600/ModeloTranslucenciaVegetaci%C3%B3n.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="356" src="http://3.bp.blogspot.com/--XTRfI3rjdY/TzMgo2VyBII/AAAAAAAABd4/B2sIfQMykLE/s640/ModeloTranslucenciaVegetaci%C3%B3n.jpg" width="640" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-2962665208230403675?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/2962665208230403675/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2012/02/foliage-lighting-model.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/2962665208230403675'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/2962665208230403675'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2012/02/foliage-lighting-model.html' title='Foliage lighting model'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/--XTRfI3rjdY/TzMgo2VyBII/AAAAAAAABd4/B2sIfQMykLE/s72-c/ModeloTranslucenciaVegetaci%C3%B3n.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-8201330645493449833</id><published>2012-01-16T12:20:00.000-08:00</published><updated>2012-01-19T14:39:19.612-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hlsl'/><title type='text'>Glass</title><content type='html'>Ive been looking for a method to simulate a screen space distortion based on the mesh shape. For now, the most common method is DistortedScreenUV=ScreenUV+NormalMap x DistortionFactor. But, what normals to use? World Space normals? Maybe yes, but good luck getting them in UDK. So my trick here to solve this problem is using a spherical world normals texture and using spherical mapping. Hmm, is it correct? Of course not, but what's correct in game rendering? The cheaper!!&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-v1ru7R4xIbU/TxSGfTyHHcI/AAAAAAAABdA/DL8luEZaz4k/s1600/Glass_01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="174" src="http://4.bp.blogspot.com/-v1ru7R4xIbU/TxSGfTyHHcI/AAAAAAAABdA/DL8luEZaz4k/s320/Glass_01.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;In combination with the translucent shader:&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-9YqkZZ24Xug/TxSGhabcL7I/AAAAAAAABdI/yE0mZDOfiaE/s1600/MilkGlass.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="174" src="http://3.bp.blogspot.com/-9YqkZZ24Xug/TxSGhabcL7I/AAAAAAAABdI/yE0mZDOfiaE/s320/MilkGlass.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;The trick behind:&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-koNwnp9IHBg/TxibVqc4WEI/AAAAAAAABds/glrsHM6U8FM/s1600/RefractionMethod.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="174" width="320" src="http://1.bp.blogspot.com/-koNwnp9IHBg/TxibVqc4WEI/AAAAAAAABds/glrsHM6U8FM/s320/RefractionMethod.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;Later, I wanted to test a real refraction. That one you cant ever use in a game, because its refracting a cubemap. On the left, void figure, on the right, solid:&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-m3ofMA4M63Y/TxiYC-fgz3I/AAAAAAAABdc/1Rg-N5-ODB4/s1600/GlassComposite02.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="174" width="320" src="http://2.bp.blogspot.com/-m3ofMA4M63Y/TxiYC-fgz3I/AAAAAAAABdc/1Rg-N5-ODB4/s320/GlassComposite02.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-8201330645493449833?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/8201330645493449833/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2012/01/glass.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/8201330645493449833'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/8201330645493449833'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2012/01/glass.html' title='Glass'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-v1ru7R4xIbU/TxSGfTyHHcI/AAAAAAAABdA/DL8luEZaz4k/s72-c/Glass_01.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-1965896076551630361</id><published>2011-12-28T14:09:00.000-08:00</published><updated>2012-01-16T12:18:35.424-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hlsl'/><title type='text'>Diffuse Convolution</title><content type='html'>Ambient light in UDK comes from 3 possible sources:&lt;br /&gt;&lt;ol&gt;&lt;li&gt;SkyLight&lt;/li&gt;&lt;li&gt; Spherical Harmonics&amp;nbsp;&lt;/li&gt;&lt;li&gt;Lightmaps&lt;/li&gt;&lt;/ol&gt;Another way for static models is to use&amp;nbsp; Diffuse Convoluted cubemaps. It helps to integrate our model with our scene color. For me this is the best solution to fake GI without baking light. Its a fast and 'easy' process and correct color is ensured. Perfect for model showoff.&lt;br /&gt;&lt;br /&gt;As first example, I just made a Phong+Lambert*DiffuseConvolution:&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-2-TP4jvV7Hg/TvuM4kdyVBI/AAAAAAAABbE/bnh2ROIwGP8/s1600/DiffuseConvolution_01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="174" src="http://1.bp.blogspot.com/-2-TP4jvV7Hg/TvuM4kdyVBI/AAAAAAAABbE/bnh2ROIwGP8/s320/DiffuseConvolution_01.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-s399nfPluCA/TvuM_XBa0JI/AAAAAAAABbQ/6xDwSPovS78/s1600/DiffuseConvolution_02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="174" src="http://4.bp.blogspot.com/-s399nfPluCA/TvuM_XBa0JI/AAAAAAAABbQ/6xDwSPovS78/s320/DiffuseConvolution_02.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;At first, I had a problem, because UDK rotates cubemaps&amp;nbsp; -90 in X axis. So I had to do some matrix rotation in the pixel shader to find what was wrong there. &lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-656VrHE6p4o/TvuOzEWPrUI/AAAAAAAABbc/Y3qTh6bGXDA/s1600/X+matrix.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-656VrHE6p4o/TvuOzEWPrUI/AAAAAAAABbc/Y3qTh6bGXDA/s1600/X+matrix.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;Rotation in X=90 was my first attempt, so it was fast. Once I known that, I had to find a software to do this. HDR Shop was the solution.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;span id="goog_1240846620"&gt;&lt;/span&gt;&lt;span id="goog_1240846621"&gt;&lt;/span&gt;&lt;a href="http://3.bp.blogspot.com/-vjew7qbOFuE/TvuPSGNNNGI/AAAAAAAABbo/ih7zHbSVpYQ/s1600/Rotation+90.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="203" src="http://3.bp.blogspot.com/-vjew7qbOFuE/TvuPSGNNNGI/AAAAAAAABbo/ih7zHbSVpYQ/s320/Rotation+90.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;The next step was made in CubeMapGen. I imported the hdr file created in HDR Shop and applied the needed filters. Then, export CubeMap as images and we are done, ready to import to UDK.&lt;br /&gt;I used public Light Probes, just for now, for testing. But the idea is to export your UDK cubes and create the convolved offline. There is a plugin called Diffuse_sh designed for that. It doesnt work for me. HDR Shop too, but my results weren't good. A sloppy solution would be a Blur in CubeMapGen... but it cant be correct.&lt;br /&gt;&lt;br /&gt;I applied the trick to my translucent shader. The difference is barely noticeable due to the light algorithm I made there, but in a Lambertian one, is very notable.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-P7hcrGNKhiU/TvuSLhcP4GI/AAAAAAAABb0/LfgohHqesHQ/s1600/Diffuse+Convolution+Comparison.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="174" src="http://3.bp.blogspot.com/-P7hcrGNKhiU/TvuSLhcP4GI/AAAAAAAABb0/LfgohHqesHQ/s320/Diffuse+Convolution+Comparison.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-GgcgHUoLBQM/TvuSR1Dg_JI/AAAAAAAABcA/J8LhkakQ0u0/s1600/Diffuse+Convolution+Comparison+02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="174" src="http://2.bp.blogspot.com/-GgcgHUoLBQM/TvuSR1Dg_JI/AAAAAAAABcA/J8LhkakQ0u0/s320/Diffuse+Convolution+Comparison+02.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-1965896076551630361?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/1965896076551630361/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2011/12/diffuse-convolution.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/1965896076551630361'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/1965896076551630361'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2011/12/diffuse-convolution.html' title='Diffuse Convolution'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-2-TP4jvV7Hg/TvuM4kdyVBI/AAAAAAAABbE/bnh2ROIwGP8/s72-c/DiffuseConvolution_01.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-422062062642838840</id><published>2011-12-23T17:38:00.000-08:00</published><updated>2011-12-30T12:38:42.522-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hlsl'/><title type='text'>Car Rendering</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-tHDSADuqh0I/Tv4grxphbMI/AAAAAAAABcQ/lTv8NkoqVuE/s1600/Mustang_01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="174" src="http://3.bp.blogspot.com/-tHDSADuqh0I/Tv4grxphbMI/AAAAAAAABcQ/lTv8NkoqVuE/s320/Mustang_01.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-637Ka_OQz0s/Tv4gtukEVSI/AAAAAAAABcY/2Z5KmZ-hoOw/s1600/Mustang_02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="174" src="http://4.bp.blogspot.com/-637Ka_OQz0s/Tv4gtukEVSI/AAAAAAAABcY/2Z5KmZ-hoOw/s320/Mustang_02.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-JdCgT76RFIs/Tv4gvQ92v5I/AAAAAAAABcg/XLngdUilwJ4/s1600/Mustang_04.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="174" src="http://2.bp.blogspot.com/-JdCgT76RFIs/Tv4gvQ92v5I/AAAAAAAABcg/XLngdUilwJ4/s320/Mustang_04.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;a href="http://kaesar30.cgsociety.org/gallery/" target="_blank"&gt;Model by Cesar Martinez Álvaro&lt;/a&gt;&lt;br /&gt;&amp;nbsp;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-422062062642838840?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/422062062642838840/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2011/12/car-rendering.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/422062062642838840'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/422062062642838840'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2011/12/car-rendering.html' title='Car Rendering'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/-tHDSADuqh0I/Tv4grxphbMI/AAAAAAAABcQ/lTv8NkoqVuE/s72-c/Mustang_01.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-6690301698067833418</id><published>2011-12-21T12:36:00.001-08:00</published><updated>2011-12-22T03:35:57.209-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hlsl'/><title type='text'>Translucency</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-hQbS40XBkfs/TvJDVwt2E1I/AAAAAAAABak/TXWOvAlZbFQ/s1600/TranslucencyComposite.jpg" imageanchor="1"&gt;&lt;img border="0" height="320" src="http://2.bp.blogspot.com/-hQbS40XBkfs/TvJDVwt2E1I/AAAAAAAABak/TXWOvAlZbFQ/s320/TranslucencyComposite.jpg" width="302" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;a href="http://2.bp.blogspot.com/-hQbS40XBkfs/TvJDVwt2E1I/AAAAAAAABak/TXWOvAlZbFQ/s1600/TranslucencyComposite.jpg"&gt;Full Size&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.davidmiranda.me/wp-content/uploads/2011/12/TranslucencyComposite_sculptures.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://www.davidmiranda.me/wp-content/uploads/2011/12/TranslucencyComposite_sculptures.jpg" width="302" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;a href="http://www.davidmiranda.me/wp-content/uploads/2011/12/TranslucencyComposite_sculptures.jpg" target="_blank"&gt;Full Size&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-6690301698067833418?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/6690301698067833418/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2011/12/translucency.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/6690301698067833418'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/6690301698067833418'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2011/12/translucency.html' title='Translucency'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/-hQbS40XBkfs/TvJDVwt2E1I/AAAAAAAABak/TXWOvAlZbFQ/s72-c/TranslucencyComposite.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-6044987550798435908</id><published>2011-12-19T14:27:00.000-08:00</published><updated>2011-12-21T14:31:22.459-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hlsl'/><title type='text'>Cloth</title><content type='html'>New cloth shader. By adjusting parameters you can get a rough cloth like a towel, silk or velvet looking.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-wvCz43BahmE/TvJd37u3oDI/AAAAAAAABa0/zIKX25hCc40/s1600/ClothComposite.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="320" width="306" src="http://3.bp.blogspot.com/-wvCz43BahmE/TvJd37u3oDI/AAAAAAAABa0/zIKX25hCc40/s320/ClothComposite.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/-wvCz43BahmE/TvJd37u3oDI/AAAAAAAABa0/zIKX25hCc40/s1600/ClothComposite.jpg"&gt;Full Size&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-6044987550798435908?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/6044987550798435908/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2011/12/cloth.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/6044987550798435908'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/6044987550798435908'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2011/12/cloth.html' title='Cloth'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/-wvCz43BahmE/TvJd37u3oDI/AAAAAAAABa0/zIKX25hCc40/s72-c/ClothComposite.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-6096817328238892478</id><published>2011-12-07T11:21:00.000-08:00</published><updated>2011-12-07T11:23:32.183-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='music'/><title type='text'>Hitting the strings!</title><content type='html'>Rock on! Doing something analogic is healthy :D&lt;br /&gt;My first 'serious' song. Huge thanks to Victor Peral, performing keyboards and drums.&lt;br /&gt;Composition, guitars and bass came from my hands.&lt;br /&gt;&lt;br /&gt;&lt;object height="81" width="100%"&gt; &lt;param name="movie" value="https://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F30001689&amp;amp;show_comments=true&amp;amp;auto_play=false&amp;amp;color=ff7700"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed allowscriptaccess="always" height="81" src="https://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F30001689&amp;amp;show_comments=true&amp;amp;auto_play=false&amp;amp;color=ff7700" type="application/x-shockwave-flash" width="100%"&gt;&lt;/embed&gt; &lt;/object&gt;   &lt;span&gt;&lt;a href="http://soundcloud.com/davidmirandagutierrez/separation-1"&gt;Separation&lt;/a&gt; by &lt;a href="http://soundcloud.com/davidmirandagutierrez"&gt;David Miranda Gutierrez&lt;/a&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-6096817328238892478?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/6096817328238892478/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2011/12/hitting-strings.html#comment-form' title='2 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/6096817328238892478'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/6096817328238892478'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2011/12/hitting-strings.html' title='Hitting the strings!'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-8077152819733583534</id><published>2011-11-17T12:07:00.000-08:00</published><updated>2011-11-17T12:07:15.030-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='MaxScript'/><title type='text'>UDK Populate. An Object placing tool</title><content type='html'>Tool I've developed to help in the process of dressing a scene. The idea of this tool is to take the advantage of Max to place objects. By object painter script, scatter, physics... whatever the method you use.&lt;br /&gt;&lt;br /&gt;&lt;object height="340" width="560"&gt;&lt;param name="movie" value="http://www.youtube.com/v/2h5ySzmUN4M?fs=1&amp;amp;hl=es_ES&amp;amp;rel=0&amp;amp;hd=1" /&gt;&lt;param name="allowFullScreen" value="true" /&gt;&lt;param name="allowscriptaccess" value="always" /&gt;&lt;embed src="http://www.youtube.com/v/2h5ySzmUN4M?fs=1&amp;amp;hl=es_ES&amp;amp;rel=0&amp;amp;hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340" /&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-8077152819733583534?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/8077152819733583534/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2011/11/udk-populate-object-placing-tool.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/8077152819733583534'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/8077152819733583534'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2011/11/udk-populate-object-placing-tool.html' title='UDK Populate. An Object placing tool'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-4670435398937565110</id><published>2011-11-14T15:13:00.000-08:00</published><updated>2011-12-21T14:46:53.096-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Game Art'/><title type='text'>New piece, a Container</title><content type='html'>One more piece for the Oilfield. This time, with high poly version. &lt;a href="http://davidmiranda.me/workimages/gameart/models/containercomposite.jpg" target="_blank"&gt;Direct link&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.davidmiranda.me/wp-content/uploads/2011/12/CONTAINERShowcase.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://www.davidmiranda.me/wp-content/uploads/2011/12/CONTAINERShowcase.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-4670435398937565110?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/4670435398937565110/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2011/11/new-piece-container.html#comment-form' title='1 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/4670435398937565110'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/4670435398937565110'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2011/11/new-piece-container.html' title='New piece, a Container'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-7863685389965986079</id><published>2011-10-10T15:11:00.000-07:00</published><updated>2012-01-04T15:28:39.900-08:00</updated><title type='text'>New site ready!</title><content type='html'>At last i got my new site working. It was a nightmare, since I had to learn and make it by my self. Once more, the fact is: If you want something, do it by your self. &lt;br /&gt;So, here is &lt;a href="http://davidmiranda.me/"&gt;http://davidmiranda.me/&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;happy.h&gt;&lt;br /&gt;&lt;/happy.h&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-7863685389965986079?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/7863685389965986079/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2011/10/new-site-ready.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/7863685389965986079'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/7863685389965986079'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2011/10/new-site-ready.html' title='New site ready!'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-5537826028789546188</id><published>2011-09-21T17:52:00.000-07:00</published><updated>2011-09-21T17:55:33.737-07:00</updated><title type='text'>New Site and new content!</title><content type='html'>&lt;b&gt;HOT NEWS!&lt;/b&gt;&lt;br /&gt;&lt;b&gt;&amp;nbsp;&lt;/b&gt;I will move my portfolio to a new site soon, with new screens, sections and... technical papers!!&lt;br /&gt;&lt;br /&gt;Here is a preview of the new content i have been working in the last months:&lt;br /&gt;&lt;br /&gt;&lt;div style="color: #444444;"&gt;&lt;u&gt;&lt;span style="font-size: large;"&gt;&lt;b&gt;Ocean and Sky Rendering in Unreal&lt;/b&gt;&lt;/span&gt;&lt;/u&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://dl.dropbox.com/u/16565603/portfolio/OceanRendering.jpg" rel="lightbox[news]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://dl.dropbox.com/u/16565603/portfolio/OceanRendering.jpg" style="display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-size: large;"&gt;&lt;u&gt;&lt;b&gt;&lt;span style="color: black;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/b&gt;&lt;/u&gt;&lt;/span&gt;&lt;br /&gt;&lt;div style="color: #444444;"&gt;&lt;span style="font-size: large;"&gt;&lt;u&gt;&lt;b&gt;The Oilfield. New remake&lt;/b&gt;&lt;/u&gt;&lt;/span&gt; &lt;/div&gt;&lt;br /&gt;&lt;a href="https://lh4.googleusercontent.com/-rLWgnYd9Qi0/TdA5D6p82cI/AAAAAAAABSI/0ipHmeE-pH4/s1600/169.jpg" rel="lightbox[news]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh4.googleusercontent.com/-rLWgnYd9Qi0/TdA5D6p82cI/AAAAAAAABSI/0ipHmeE-pH4/s1152/169.jpg" style="display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="color: #444444;"&gt;&lt;span style="font-size: large;"&gt;&lt;u&gt;&lt;b&gt;Scripts paper&lt;/b&gt;&lt;/u&gt;&lt;/span&gt; &lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://dl.dropbox.com/u/16565603/portfolio/AdHocTools.jpg" rel="lightbox[news]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://dl.dropbox.com/u/16565603/portfolio/AdHocTools.jpg" style="display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-5537826028789546188?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/5537826028789546188/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2011/09/new-site-and-new-content.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/5537826028789546188'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/5537826028789546188'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2011/09/new-site-and-new-content.html' title='New Site and new content!'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh4.googleusercontent.com/-rLWgnYd9Qi0/TdA5D6p82cI/AAAAAAAABSI/0ipHmeE-pH4/s72-c/169.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-2540443275314231604</id><published>2011-09-02T21:18:00.000-07:00</published><updated>2011-09-27T10:20:08.355-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hlsl'/><title type='text'>Ocean Shader 2.0. Radial Fourier waves with 3 axis transformation</title><content type='html'>Everything can be improved, so here is a much better Uber Ocean Shader for Unreal (Still in progress). Runs in dx9.&lt;br /&gt;The pixel shader is quite trivial. Each color layer is controled with the distance between each pixel and the pixel behind. Currently im wondering the posibility of adding fog instead using z_Depth, as i did in the lighthouse. Reflections and other color controls are controled by a fresnel term. Specular uses the beckman distribution for atenuation, also using a Schlick's term and some other functions with the half vector.&lt;br /&gt;There is also a chromatic aberration effect and a simple foam layer. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://dl.dropbox.com/u/16565603/Shaders/09.2011_OceanShader_01.jpg" rel="lightbox[Ocean]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://dl.dropbox.com/u/16565603/Shaders/09.2011_OceanShader_01.jpg" style="display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt;&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://dl.dropbox.com/u/16565603/Shaders/09.2011_OceanShader_02.jpg" rel="lightbox[Ocean]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://dl.dropbox.com/u/16565603/Shaders/09.2011_OceanShader_02.jpg" style="display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt;&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://dl.dropbox.com/u/16565603/Shaders/09.2011_OceanShader_03.jpg" rel="lightbox[Ocean]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://dl.dropbox.com/u/16565603/Shaders/09.2011_OceanShader_03.jpg" style="display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt;&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;What i need now is better artwork :D&lt;br /&gt;&lt;br /&gt;&lt;a href="http://dl.dropbox.com/u/16565603/Shaders/09.2011_OceanShader_04.jpg" rel="lightbox[Ocean]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://dl.dropbox.com/u/16565603/Shaders/09.2011_OceanShader_04.jpg" style="display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt;&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Many people ask me how in the hell i got those waves. Lets explain it:&lt;br /&gt;The vertex shader is using what i call 'Radial Fourier waves with 3D transformation'. Signed, a freak xD&lt;br /&gt;Currently, the waves are not just a modification in the vertical axis, but a modification in x, y, z to give them a real wave shape. At first, the movement didnt have in mind the world x, y position of each vertex, so all the waves peaks were going in the same direction. Now having in mind x and y in world space, my peaks are radial too. What about the implementation? Hehe, try it.&lt;br /&gt;Published controls for the waves are: global amplitude, frecuency, world space 'scale' and 'real wave factor' which is in charge of making the nike logo, hehe. Also, the center of the radial wave.&lt;br /&gt;There are also internal amplitudes and phases, but those are inside the Fourier serie definition. &lt;br /&gt;&lt;br /&gt;Lets show the process by steps:&lt;br /&gt;&lt;br /&gt;&lt;div style="color: #b45f06;"&gt;&lt;span style="font-size: large;"&gt;&lt;b&gt;Radial Fourier waves with 3 axis transformation.&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;&lt;b&gt;1.&lt;/b&gt;&lt;u&gt;&lt;b&gt; Get a Fourier serie working:&lt;/b&gt;&lt;/u&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://dl.dropbox.com/u/16565603/Shaders/Fourier.jpg" rel="lightbox[Ocean]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://dl.dropbox.com/u/16565603/Shaders/Fourier.jpg" style="display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt;&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The first shape is just an example. Im using the triangle function for the final shader.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;2.&lt;/b&gt;&lt;u&gt;&lt;b&gt; Radial movement:&lt;/b&gt;&lt;/u&gt;&lt;br /&gt;&lt;u&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/u&gt;&lt;br /&gt;Do you remember Mr Pitagoras? Use his law to make it moving radial&lt;b&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://dl.dropbox.com/u/16565603/Shaders/radial%20fourier.jpg" rel="lightbox[Ocean]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://dl.dropbox.com/u/16565603/Shaders/radial%20fourier.jpg" style="display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt;&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Sexy, eh.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;3. &lt;/b&gt;&lt;u&gt;&lt;b&gt;The 'Nike' Shape:&lt;/b&gt;&lt;/u&gt;&lt;br /&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;b&gt;&lt;/b&gt;&lt;br /&gt;Now im going to use the triangle wave. Gives the result im looking for.&lt;br /&gt;The nike shape is just a modification of the Fourier serie. Then i got x, y, z. Remember you need to have into account the world position sign for each vertex. You dont want to apply the same transformation at every xy quadrant.&lt;br /&gt;The separation you see at the center axis are due to the position correction. Maybe there is a solution for that. Its still a wip.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://dl.dropbox.com/u/16565603/Shaders/radial%20modified%20fourier.jpg" rel="lightbox[Ocean]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://dl.dropbox.com/u/16565603/Shaders/radial%20modified%20fourier.jpg" style="display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt;&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;iframe allowfullscreen="" frameborder="0" height="344" src="http://www.youtube.com/embed/l3enTOIjIIY?fs=1" width="500"&gt;&lt;/iframe&gt;&lt;br /&gt;&lt;br /&gt;Good luck! :D&lt;br /&gt;&lt;br /&gt;&lt;u&gt;&lt;b&gt;Future work:&lt;/b&gt;&lt;/u&gt; &lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Shore detection for uv's deformation. Useful for beach waves &lt;b style="color: orange;"&gt;SOLVED&lt;/b&gt;&lt;/li&gt;&lt;li&gt;Foam layer at waves peaks &lt;b style="color: orange;"&gt;SOLVED&lt;/b&gt;&lt;/li&gt;&lt;li&gt;Aditional variations of waves &lt;b style="color: orange;"&gt;SOLVED&lt;/b&gt;&lt;/li&gt;&lt;li&gt;Static reflections to increase performance &lt;b style="color: orange;"&gt;SOLVED&lt;/b&gt;&lt;/li&gt;&lt;/ul&gt;&amp;nbsp;&lt;u&gt;&lt;b&gt;Future research:&lt;/b&gt;&lt;/u&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Normal maps interpolation in accordance with wave shape. &lt;b style="color: orange;"&gt;SOLVED&lt;/b&gt;&lt;/li&gt;&lt;li&gt;No camera-dependet fog &lt;b style="color: orange;"&gt;SOLVED&lt;/b&gt;&lt;/li&gt;&lt;li&gt;Shore waves attenuation. &lt;b&gt;&lt;span style="color: orange;"&gt;z-Depth not available for vertex shader&lt;/span&gt;&lt;/b&gt;. &lt;b&gt;&lt;span style="color: orange;"&gt;Solved by vertex colors&lt;/span&gt;&lt;/b&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-2540443275314231604?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/2540443275314231604/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2011/09/ocean-shader-20.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/2540443275314231604'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/2540443275314231604'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2011/09/ocean-shader-20.html' title='Ocean Shader 2.0. Radial Fourier waves with 3 axis transformation'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://img.youtube.com/vi/l3enTOIjIIY/default.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-7678250488094008016</id><published>2011-08-02T15:44:00.000-07:00</published><updated>2011-08-21T14:11:40.898-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hlsl'/><title type='text'>Skin shader for Unreal</title><content type='html'>Maybe the most research intensive shader i have ever made, full of workarounds to fake how light goes behind the skin and scatters.&lt;br /&gt;Common methods are based on screen-space diffuse light blur. Since this is not possible in unreal, i had to find the way to get a similar result. The most common alternative are wrapped NdotLs to create layers wich are blended depending on the light vector.&lt;br /&gt;The last change I have included has been a more physically accurate reflection model. &lt;br /&gt;The BRDF used is the Kelemen Szirmay-Kalos, as proposed by NVIDIA.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://dl.dropbox.com/u/16565603/SkinHead_01.jpg" rel="lightbox[CarPaint]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://dl.dropbox.com/u/16565603/SkinHead_01.jpg" style="display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt;&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://dl.dropbox.com/u/16565603/SkinHead_02.jpg" rel="lightbox[CarPaint]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://dl.dropbox.com/u/16565603/SkinHead_02.jpg" style="display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt;&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;iframe allowfullscreen="" frameborder="0" height="344" src="http://www.youtube.com/embed/UWFZ2j_NWIo?fs=1" width="500"&gt;&lt;/iframe&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-7678250488094008016?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/7678250488094008016/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2011/08/skin.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/7678250488094008016'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/7678250488094008016'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2011/08/skin.html' title='Skin shader for Unreal'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://img.youtube.com/vi/UWFZ2j_NWIo/default.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-2898856266018225486</id><published>2011-07-22T15:58:00.000-07:00</published><updated>2011-07-25T15:26:47.825-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hlsl'/><title type='text'>Car Paint Shader</title><content type='html'>Just for fun, i wanted to recreate &lt;a href="http://cg.cs.uni-bonn.de/aigaion2root/attachments/Kugel_BASF_Uffizi.png-60659f8eaed5bc0c8f09e886ffb49292.png"&gt;this shader&lt;/a&gt; in unreal.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://dl.dropbox.com/u/16565603/Custom%20Car%20Paint%20Shader.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[CarPaint]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://dl.dropbox.com/u/16565603/Custom%20Car%20Paint%20Shader.jpg" style="display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://dl.dropbox.com/u/16565603/Custom%20Car%20Paint%20Shader%2002.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[CarPaint]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://dl.dropbox.com/u/16565603/Custom%20Car%20Paint%20Shader%2002.jpg" style="display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;u&gt;Some variations:&lt;/u&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://dl.dropbox.com/u/16565603/Custom%20Car%20Paint%20Shader%2003.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[CarPaint]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://dl.dropbox.com/u/16565603/Custom%20Car%20Paint%20Shader%2003.jpg" style="display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-2898856266018225486?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/2898856266018225486/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2011/07/car-paint-shader.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/2898856266018225486'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/2898856266018225486'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2011/07/car-paint-shader.html' title='Car Paint Shader'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-5167716005270921640</id><published>2011-04-26T11:53:00.000-07:00</published><updated>2011-04-27T09:18:33.354-07:00</updated><title type='text'>Featured by EPIC Games</title><content type='html'>Great news!!, EPIC Games published my last project at &lt;a href="http://www.facebook.com/david.mirandagutierrez#%21/UnrealDevelopmentKit/posts/212312015464778?notif_t=share_reply"&gt;facebook&lt;/a&gt; and &lt;a href="http://twitter.com/#%21/UnrealEngine/status/62874963425767424"&gt;twiter&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;a href="https://lh4.googleusercontent.com/_FIwkRjgQ8DQ/TbcR-jGivrI/AAAAAAAABLg/1eXEBCrstJs/featured%20by%20epic%20games.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[EPICFeaturing]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh4.googleusercontent.com/_FIwkRjgQ8DQ/TbcR-jGivrI/AAAAAAAABLg/1eXEBCrstJs/featured%20by%20epic%20games.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TbcS5ba2ajI/AAAAAAAABLo/Kj66wASzwH8/s576/featured%20by%20epic%20games%202.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[EPICFeaturing]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TbcS5ba2ajI/AAAAAAAABLo/Kj66wASzwH8/s576/featured%20by%20epic%20games%202.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Thank you EPIC!!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-5167716005270921640?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/5167716005270921640/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2011/04/featured-by-epic-games.html#comment-form' title='3 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/5167716005270921640'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/5167716005270921640'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2011/04/featured-by-epic-games.html' title='Featured by EPIC Games'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh4.googleusercontent.com/_FIwkRjgQ8DQ/TbcR-jGivrI/AAAAAAAABLg/1eXEBCrstJs/s72-c/featured%20by%20epic%20games.jpg' height='72' width='72'/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-6968134796653664569</id><published>2011-04-02T13:27:00.000-07:00</published><updated>2011-04-06T15:43:18.643-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='drawings'/><title type='text'>Learning to Draw!</title><content type='html'>Hehe... Today a mate at the office was talking to me about concept art and showing me related stuff. So i decided to try, why not to have a little fun drawing some easy and not interesting stuff? :D&lt;br /&gt;So here is my first attempt:&lt;br /&gt;&lt;br /&gt;#1:&lt;br /&gt;&lt;br /&gt;&lt;a href="https://lh4.googleusercontent.com/_FIwkRjgQ8DQ/TZOpC-ZdsyI/AAAAAAAABGY/BTd9st99OM4/s1440/dibujo1.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[draw]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh4.googleusercontent.com/_FIwkRjgQ8DQ/TZOpC-ZdsyI/AAAAAAAABGY/BTd9st99OM4/s1024/dibujo1.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;But i still like programming!!&lt;br /&gt;&lt;br /&gt;#2: Second attempt&lt;br /&gt;&lt;br /&gt;&lt;a href="https://lh5.googleusercontent.com/_FIwkRjgQ8DQ/TZeDWDQFlBI/AAAAAAAABG0/0Q0dPhq81vg/s1024/SnowForest.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[draw]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh5.googleusercontent.com/_FIwkRjgQ8DQ/TZeDWDQFlBI/AAAAAAAABG0/0Q0dPhq81vg/s1024/SnowForest.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;#3: First Matte Painting!!&lt;br /&gt;&lt;br /&gt;&lt;a href="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TZfwvysoGKI/AAAAAAAABH0/lQDNY068mt8/TheRoad1200x675.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[draw]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TZfwvysoGKI/AAAAAAAABH0/lQDNY068mt8/s1024/TheRoad1200x675.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;#4: Second Matte Painting:&lt;br /&gt;&lt;br /&gt;&lt;a href="https://lh6.googleusercontent.com/_FIwkRjgQ8DQ/TZzqLSZUo-I/AAAAAAAABJo/lVeW14MFd5s/Pripyat1200x675.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[draw]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh6.googleusercontent.com/_FIwkRjgQ8DQ/TZzqLSZUo-I/AAAAAAAABJo/lVeW14MFd5s/s1024/Pripyat1200x675.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-6968134796653664569?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/6968134796653664569/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2011/04/learning-to-draw.html#comment-form' title='1 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/6968134796653664569'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/6968134796653664569'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2011/04/learning-to-draw.html' title='Learning to Draw!'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh4.googleusercontent.com/_FIwkRjgQ8DQ/TZOpC-ZdsyI/AAAAAAAABGY/BTd9st99OM4/s72-c/dibujo1.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-3657976137331307431</id><published>2011-03-19T07:12:00.000-07:00</published><updated>2011-03-19T08:13:15.682-07:00</updated><title type='text'>EPIC Win, EPIC Fail</title><content type='html'>Well, good and bad news. I found the way for adding new shader text files. But EPIC decided in the March build to not include source shader files anymore. That made me so angry, specially after discovering this.&lt;br /&gt;I would explain how to do it, but since its not possible anymore it has no sense.&lt;br /&gt;&lt;br /&gt;I defined two silly functions outside, just for testing. And there you see i can call them. EPIC WIN, hehe.&lt;br /&gt;&lt;br /&gt;&lt;a href="https://lh5.googleusercontent.com/_FIwkRjgQ8DQ/TYS2uKCU3nI/AAAAAAAABEM/uBUHyNnymTY/fun1.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[customfunctions]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh5.googleusercontent.com/_FIwkRjgQ8DQ/TYS2uKCU3nI/AAAAAAAABEM/uBUHyNnymTY/s1024/fun1.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Exp3 is just a pow(float3, 3). And invert is 1-float3&lt;br /&gt;&lt;br /&gt;And the EPIC FAIL goes to... EPIC! So... now Dx11, right? Hmm, ive seen almost the same graphics features than samaritan demo in Dx9. So... whats wrong? I prefer to move to Cryengine than wasting money on a new machine. &lt;br /&gt;&lt;br /&gt;Im dissapointed.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-3657976137331307431?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/3657976137331307431/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2011/03/epic-win-epic-fail.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/3657976137331307431'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/3657976137331307431'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2011/03/epic-win-epic-fail.html' title='EPIC Win, EPIC Fail'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh5.googleusercontent.com/_FIwkRjgQ8DQ/TYS2uKCU3nI/AAAAAAAABEM/uBUHyNnymTY/s72-c/fun1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-259377744639009576</id><published>2011-03-03T11:42:00.000-08:00</published><updated>2011-03-09T09:26:46.651-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hlsl'/><title type='text'>Modifying Unreal Source Shaders</title><content type='html'>Today, my challenge was accesing to unreal shader sources. Its possible to modify them! (Will be possible to add new(text based) ones? Ill try). My first goal was easy, just to DELETE once and for all the odd phong specular model and using Blinn instead. If you know unreal, you know the listbox in the Material editor where specular models are listed, MLM_Phong, MLM_Unlit and all the family. I changed the name too. I wanted to add my new one, but its not possible without having acces to the C++ source files. If you take a look at the generated HLSL window, youll find this bad new:&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="color: #783f04;"&gt;&lt;span style="font-size: x-small;"&gt;Defined by the C++ code:&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #783f04;"&gt;&lt;span style="font-size: x-small;"&gt;[...]&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #783f04;"&gt;&lt;span style="font-size: x-small;"&gt;MATERIAL_LIGHTINGMODEL_PHONG&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #783f04;"&gt;&lt;span style="font-size: x-small;"&gt;MATERIAL_LIGHTINGMODEL_NONDIRECTIONAL&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #783f04;"&gt;&lt;span style="font-size: x-small;"&gt;MATERIAL_LIGHTINGMODEL_UNLIT&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #783f04;"&gt;&lt;span style="font-size: x-small;"&gt;MATERIAL_LIGHTINGMODEL_CUSTOM&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #783f04;"&gt;&lt;span style="font-size: x-small;"&gt;MATERIAL_LIGHTINGMODEL_ANISOTROPIC&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #783f04;"&gt;&lt;span style="font-size: x-small;"&gt;[...]&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;So i can only use those slots :/&lt;br /&gt;&lt;br /&gt;I have never understood, why a supposed 'next-gen' engine insists on using the old-poor-nonreal phong specular model. Blinn is not much more expensive, less than 10 more instructions and looks closer to real life.&lt;br /&gt;&lt;br /&gt;So, here is a comparison between my hardcoded Blinn and the node-based one:&lt;br /&gt;&lt;br /&gt;&lt;a href="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TW_qWY-eJFI/AAAAAAAABBY/uvdrZwCa_S0/s912/hardcoded%20blinn%20specular.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[hardblinn]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TW_qWY-eJFI/AAAAAAAABBY/uvdrZwCa_S0/s640/hardcoded%20blinn%20specular.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Exactly the same than the hardcoded one:&lt;br /&gt;&lt;br /&gt;&lt;a href="https://lh4.googleusercontent.com/_FIwkRjgQ8DQ/TW_qWUkPG-I/AAAAAAAABBc/95Au07C47DI/s912/node%20created%20blinn%20specular.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[hardblinn]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh4.googleusercontent.com/_FIwkRjgQ8DQ/TW_qWUkPG-I/AAAAAAAABBc/95Au07C47DI/s640/node%20created%20blinn%20specular.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;A new world discovered!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-259377744639009576?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/259377744639009576/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2011/03/modifying-unreal-source-shaders.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/259377744639009576'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/259377744639009576'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2011/03/modifying-unreal-source-shaders.html' title='Modifying Unreal Source Shaders'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TW_qWY-eJFI/AAAAAAAABBY/uvdrZwCa_S0/s72-c/hardcoded%20blinn%20specular.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-6702846036928161204</id><published>2011-02-23T15:38:00.000-08:00</published><updated>2011-08-21T14:11:48.769-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hlsl'/><title type='text'>Ocean Waves</title><content type='html'>Most of the people never found math useful when they studied it at school, but it is!! Today i decided to fix my ocean waves, and i designed 2 pretty cool functions to create better waves. &lt;br /&gt;&lt;br /&gt;&lt;iframe allowfullscreen="" frameborder="0" height="344" src="http://www.youtube.com/embed/rNIAZWU0fYI?fs=1" width="500"&gt;&lt;/iframe&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-6702846036928161204?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/6702846036928161204/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2011/02/ocean-waves.html#comment-form' title='3 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/6702846036928161204'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/6702846036928161204'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2011/02/ocean-waves.html' title='Ocean Waves'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://img.youtube.com/vi/rNIAZWU0fYI/default.jpg' height='72' width='72'/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-2407868190426160329</id><published>2011-02-19T10:44:00.000-08:00</published><updated>2011-03-08T14:15:38.972-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hlsl'/><title type='text'>The Magic of UP-Vector and Fresnel Reflections</title><content type='html'>This time i used the Up-Vector to create fresnel reflections and a Dust layer. Specular and Fresnel Reflections are masked by the dust layer.&lt;br /&gt;&lt;br /&gt;Here is the result in the Oil Field:&lt;br /&gt;&lt;br /&gt;&lt;a href="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TV9XCloV_yI/AAAAAAAAA-8/8AuF6REcvR0/s1440/vector%20up%20layer%2001%20%2B%20fresnel%20reflections.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[fresnel-Dust]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TV9XCloV_yI/AAAAAAAAA-8/8AuF6REcvR0/s1152/vector%20up%20layer%2001%20%2B%20fresnel%20reflections.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TV9XC5KAEvI/AAAAAAAAA_o/fDPBjEgNw2k/s1440/vector%20up%20layer%2001.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[fresnel-Dust]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TV9XC5KAEvI/AAAAAAAAA_A/3XXVNtzRfL4/s1152/vector%20up%20layer%2001.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TV9XDJPHErI/AAAAAAAAA_E/xvseZ9awscE/s1440/vector%20up%20layer%2002.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[fresnel-Dust]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TV9XDJPHErI/AAAAAAAAA_E/xvseZ9awscE/s1152/vector%20up%20layer%2002.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="https://lh5.googleusercontent.com/_FIwkRjgQ8DQ/TV9XDZ6cvVI/AAAAAAAAA_I/qfG5IIXLLsk/s1440/vector%20up%20layer%2003.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[fresnel-Dust]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh5.googleusercontent.com/_FIwkRjgQ8DQ/TV9XDZ6cvVI/AAAAAAAAA_I/qfG5IIXLLsk/s1152/vector%20up%20layer%2003.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="https://lh5.googleusercontent.com/_FIwkRjgQ8DQ/TV9XDiqLYtI/AAAAAAAAA_M/yd-b4IoLZGQ/s1440/vector%20up%20layer%2004.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[fresnel-Dust]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh5.googleusercontent.com/_FIwkRjgQ8DQ/TV9XDiqLYtI/AAAAAAAAA_M/yd-b4IoLZGQ/s1024/vector%20up%20layer%2004.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Tweaking Values:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://dl.dropbox.com/u/16565603/fresnel%20reflections%2003.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[fresnel-Dust]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh6.googleusercontent.com/_FIwkRjgQ8DQ/TWDnlQigq2I/AAAAAAAAA_w/CU4b0_ZWqOE/s576/fresnel%20reflections%2003.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-2407868190426160329?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/2407868190426160329/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2011/02/magic-of-up-vector-and-fresnel.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/2407868190426160329'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/2407868190426160329'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2011/02/magic-of-up-vector-and-fresnel.html' title='The Magic of UP-Vector and Fresnel Reflections'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TV9XCloV_yI/AAAAAAAAA-8/8AuF6REcvR0/s72-c/vector%20up%20layer%2001%20%2B%20fresnel%20reflections.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-8645460233074081731</id><published>2011-01-24T15:46:00.000-08:00</published><updated>2011-03-08T14:16:38.312-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Scenes'/><title type='text'>Ibanez Jem in Unreal</title><content type='html'>This time, ive imported to Unreal the guitar i made some months ago for a render. I used my postprocess shaders and for materials i have used the Oren-Nayar Cook-Torrance Models for almost everything.&lt;br /&gt;&lt;br /&gt;&lt;a href="https://dl.dropbox.com/u/16565603/01.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[jem]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://dl.dropbox.com/u/16565603/01.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="https://dl.dropbox.com/u/16565603/02.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[jem]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://dl.dropbox.com/u/16565603/02.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="https://dl.dropbox.com/u/16565603/03.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[jem]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://dl.dropbox.com/u/16565603/03.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="https://dl.dropbox.com/u/16565603/04.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[jem]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://dl.dropbox.com/u/16565603/04.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="https://dl.dropbox.com/u/16565603/05.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[jem]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://dl.dropbox.com/u/16565603/05.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="https://dl.dropbox.com/u/16565603/06.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[jem]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://dl.dropbox.com/u/16565603/06.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-8645460233074081731?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/8645460233074081731/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2011/01/ibanez-jem-in-unreal.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/8645460233074081731'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/8645460233074081731'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2011/01/ibanez-jem-in-unreal.html' title='Ibanez Jem in Unreal'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-6598160529118485577</id><published>2011-01-18T11:25:00.000-08:00</published><updated>2011-03-08T14:17:00.739-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hlsl'/><title type='text'>Relief Mapping</title><content type='html'>I should call it AWESOME MAPPING! &lt;br /&gt;Here goes the most hard Shader of my collection. Credits goes to ATI, Nvidia, Ben Cloward and to Christopher "IndependentSoul" Schiefer for the Camera Vector x (1, -1, 1) trick.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh4.ggpht.com/_FIwkRjgQ8DQ/TTXn1QQVf8I/AAAAAAAAA8A/j5RRICDF3bE/s1440/relief%20mapping%20aka%20AWESOME%20MAPPING.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[relief]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh4.ggpht.com/_FIwkRjgQ8DQ/TTXn1QQVf8I/AAAAAAAAA8A/j5RRICDF3bE/s1024/relief%20mapping%20aka%20AWESOME%20MAPPING.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Using this technique... the result is awesome:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh3.ggpht.com/_FIwkRjgQ8DQ/TTYjnaS3r6I/AAAAAAAAA8U/dYRZxk7cTrc/s1440/relief%20mapping.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[relief]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh3.ggpht.com/_FIwkRjgQ8DQ/TTYjnaS3r6I/AAAAAAAAA8U/dYRZxk7cTrc/s1152/relief%20mapping.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh5.ggpht.com/_FIwkRjgQ8DQ/TTYkDJFyYqI/AAAAAAAAA8Y/rE7Rx8spW64/s1440/relief%20mapping%20OFF.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[relief]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh5.ggpht.com/_FIwkRjgQ8DQ/TTYkDJFyYqI/AAAAAAAAA8Y/rE7Rx8spW64/s1152/relief%20mapping%20OFF.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://picasaweb.google.com/leviatan1/HLSL#slideshow/5563674026061226658"&gt;Go to picasa album and&lt;/a&gt; &lt;-- --&gt;&lt;br /&gt;&lt;br /&gt;Using with decals:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh6.ggpht.com/_FIwkRjgQ8DQ/TTjQDIU9LlI/AAAAAAAAA8w/dfJYigHEAZ8/s1440/parallax%20Occlusion%2001.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[relief]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh6.ggpht.com/_FIwkRjgQ8DQ/TTjQDIU9LlI/AAAAAAAAA8w/dfJYigHEAZ8/s1152/parallax%20Occlusion%2001.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-6598160529118485577?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/6598160529118485577/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2011/01/relief-mapping.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/6598160529118485577'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/6598160529118485577'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2011/01/relief-mapping.html' title='Relief Mapping'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh4.ggpht.com/_FIwkRjgQ8DQ/TTXn1QQVf8I/AAAAAAAAA8A/j5RRICDF3bE/s72-c/relief%20mapping%20aka%20AWESOME%20MAPPING.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-8488344890745392003</id><published>2011-01-16T11:04:00.000-08:00</published><updated>2011-07-22T11:19:15.637-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hlsl'/><title type='text'>Oren-Nayar Diffuse Model + Cook-Torrance Specular Model</title><content type='html'>Another goal reached:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh5.ggpht.com/_FIwkRjgQ8DQ/TTNA0alYoKI/AAAAAAAAA7A/2iMqK0IA60Y/s1440/oren-nayar%20%2B%20cook%20torrance%2001.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[oren-nayar-cook-torrance]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh5.ggpht.com/_FIwkRjgQ8DQ/TTNA0alYoKI/AAAAAAAAA7A/2iMqK0IA60Y/s1152/oren-nayar%20%2B%20cook%20torrance%2001.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://db.tt/nIw1oio" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[oren-nayar-cook-torrance]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://db.tt/nIw1oio" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Target: Metals and Plastic. Oil Field metals!, lets Rock!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-8488344890745392003?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/8488344890745392003/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2011/01/oren-nayar-diffuse-model-cook-torrance.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/8488344890745392003'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/8488344890745392003'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2011/01/oren-nayar-diffuse-model-cook-torrance.html' title='Oren-Nayar Diffuse Model + Cook-Torrance Specular Model'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh5.ggpht.com/_FIwkRjgQ8DQ/TTNA0alYoKI/AAAAAAAAA7A/2iMqK0IA60Y/s72-c/oren-nayar%20%2B%20cook%20torrance%2001.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-7201605415032213773</id><published>2011-01-16T07:49:00.000-08:00</published><updated>2011-03-08T14:18:10.874-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hlsl'/><title type='text'>Oren-Nayar Diffuse Model + Blinn Specular Model</title><content type='html'>The default Diffuse Model in Unreal is Lambertian, wich is quite poor and dull. Here is my improvement with Oren-Nayar diffuse model:&lt;br /&gt;&lt;br /&gt;Lambertian Diffuse model + Blinn Specular Model:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh6.ggpht.com/_FIwkRjgQ8DQ/TTMQr2uPsvI/AAAAAAAAA6k/QXxn8OLcUqE/oren-nayar%20blinn%202%20NO.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[oren-nayar]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh6.ggpht.com/_FIwkRjgQ8DQ/TTMQr2uPsvI/AAAAAAAAA6k/QXxn8OLcUqE/s800/oren-nayar%20blinn%202%20NO.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Oren-Nayar Diffuse model + Blinn Specular Model:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh6.ggpht.com/_FIwkRjgQ8DQ/TTMQr_mzXcI/AAAAAAAAA6o/5SzYSBIIpIU/oren-nayar%20blinn%202%20YES.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[oren-nayar]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh6.ggpht.com/_FIwkRjgQ8DQ/TTMQr_mzXcI/AAAAAAAAA6o/5SzYSBIIpIU/s800/oren-nayar%20blinn%202%20YES.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-7201605415032213773?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/7201605415032213773/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2011/01/oren-nayar-diffuse-model-blinn-specular.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/7201605415032213773'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/7201605415032213773'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2011/01/oren-nayar-diffuse-model-blinn-specular.html' title='Oren-Nayar Diffuse Model + Blinn Specular Model'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh6.ggpht.com/_FIwkRjgQ8DQ/TTMQr2uPsvI/AAAAAAAAA6k/QXxn8OLcUqE/s72-c/oren-nayar%20blinn%202%20NO.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-4567520283207060107</id><published>2011-01-12T15:02:00.000-08:00</published><updated>2011-03-08T14:18:19.204-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hlsl'/><title type='text'>Blinn Specular Model</title><content type='html'>Well, since Unreal doesnt incude this specular model, it was a 'must do' to add it. I have added it to my master parent material to add it to all of its sons ;)&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh4.ggpht.com/_FIwkRjgQ8DQ/TS4xp-uu4KI/AAAAAAAAA6Q/qhmUfMS6r-w/s1440/new%20Blinn%20specular%20model%202.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[blinn]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh4.ggpht.com/_FIwkRjgQ8DQ/TS4xp-uu4KI/AAAAAAAAA6Q/qhmUfMS6r-w/s1152/new%20Blinn%20specular%20model%202.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh6.ggpht.com/_FIwkRjgQ8DQ/TS4xqFvT3SI/AAAAAAAAA6U/M5Fr14l1OGg/s1024/new%20Blinn%20specular%20model.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[blinn]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh6.ggpht.com/_FIwkRjgQ8DQ/TS4xqFvT3SI/AAAAAAAAA6U/M5Fr14l1OGg/s720/new%20Blinn%20specular%20model.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;An ambient component was added to the specular.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-4567520283207060107?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/4567520283207060107/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2011/01/blinn-specular-model.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/4567520283207060107'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/4567520283207060107'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2011/01/blinn-specular-model.html' title='Blinn Specular Model'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh4.ggpht.com/_FIwkRjgQ8DQ/TS4xp-uu4KI/AAAAAAAAA6Q/qhmUfMS6r-w/s72-c/new%20Blinn%20specular%20model%202.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-812482038901009370</id><published>2011-01-07T08:55:00.000-08:00</published><updated>2011-03-08T14:18:26.849-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hlsl'/><title type='text'>Anamorphic Lens Flares</title><content type='html'>&lt;a href="http://lh4.ggpht.com/_FIwkRjgQ8DQ/TSivOQgWfpI/AAAAAAAAA54/1wFavJiQkDc/s1440/124.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[flares]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh4.ggpht.com/_FIwkRjgQ8DQ/TSivOQgWfpI/AAAAAAAAA54/1wFavJiQkDc/s1024/124.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh3.ggpht.com/_FIwkRjgQ8DQ/TSivOW4xi5I/AAAAAAAAA58/4Q8YLvgabNs/s1440/125.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[flares]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh3.ggpht.com/_FIwkRjgQ8DQ/TSivOW4xi5I/AAAAAAAAA58/4Q8YLvgabNs/s1024/125.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh3.ggpht.com/_FIwkRjgQ8DQ/TSivOmNcDOI/AAAAAAAAA6A/4PqnGnyaFZo/s1440/126.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[flares]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh3.ggpht.com/_FIwkRjgQ8DQ/TSivOmNcDOI/AAAAAAAAA6A/4PqnGnyaFZo/s1024/126.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-812482038901009370?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/812482038901009370/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2011/01/anamorphic-lens-flares.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/812482038901009370'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/812482038901009370'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2011/01/anamorphic-lens-flares.html' title='Anamorphic Lens Flares'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh4.ggpht.com/_FIwkRjgQ8DQ/TSivOQgWfpI/AAAAAAAAA54/1wFavJiQkDc/s72-c/124.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-49745389221192658</id><published>2011-01-06T02:06:00.000-08:00</published><updated>2011-03-08T14:18:36.916-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hlsl'/><title type='text'>Custom Depth of Field (DoF)</title><content type='html'>&lt;a href="http://lh4.ggpht.com/_FIwkRjgQ8DQ/TSVbGkkALcI/AAAAAAAAA24/hyO7On7odbk/custom%20dof%201.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[dof]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh4.ggpht.com/_FIwkRjgQ8DQ/TSVbGkkALcI/AAAAAAAAA24/hyO7On7odbk/s1280/custom%20dof%201.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh4.ggpht.com/_FIwkRjgQ8DQ/TSVbGwBHsMI/AAAAAAAAA28/bDWE7lFDBK0/custom%20dof%202.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[dof]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh4.ggpht.com/_FIwkRjgQ8DQ/TSVbGwBHsMI/AAAAAAAAA28/bDWE7lFDBK0/s1280/custom%20dof%202.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;u&gt;&lt;b&gt;Edit&lt;/b&gt;&lt;/u&gt;&lt;/li&gt;&lt;/ul&gt;&lt;b&gt;Improved method. The blur algorithm has been modified. Now is texel based and 2 z-Depth maps are used to focus at certain distance. White is blured, black is focused:&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh4.ggpht.com/_FIwkRjgQ8DQ/TSZ7jKKxHHI/AAAAAAAAA3M/T1hxYc4JuT4/s1152/Dof%20z-Depth.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[dof]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh4.ggpht.com/_FIwkRjgQ8DQ/TSZ7jKKxHHI/AAAAAAAAA3M/T1hxYc4JuT4/s1152/Dof%20z-Depth.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh6.ggpht.com/_FIwkRjgQ8DQ/TSZ7jeueVBI/AAAAAAAAA3Q/zse12gba2cw/s1440/New%20Dof%20Algorithm.jpg%22" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[dof]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh6.ggpht.com/_FIwkRjgQ8DQ/TSZ7jeueVBI/AAAAAAAAA3Q/zse12gba2cw/s1024/New%20Dof%20Algorithm.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh5.ggpht.com/_FIwkRjgQ8DQ/TSaFUtgE1WI/AAAAAAAAA4I/TWRy1ZwcsWY/s1440/New%20Dof.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[dof]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh5.ggpht.com/_FIwkRjgQ8DQ/TSaFUtgE1WI/AAAAAAAAA4I/TWRy1ZwcsWY/s1152/New%20Dof.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-49745389221192658?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/49745389221192658/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2011/01/custom-depth-of-field-dof.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/49745389221192658'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/49745389221192658'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2011/01/custom-depth-of-field-dof.html' title='Custom Depth of Field (DoF)'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh4.ggpht.com/_FIwkRjgQ8DQ/TSVbGkkALcI/AAAAAAAAA24/hyO7On7odbk/s72-c/custom%20dof%201.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-8297654428501208190</id><published>2011-01-05T16:58:00.000-08:00</published><updated>2011-03-08T14:19:15.060-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hlsl'/><title type='text'>Lens Distortion</title><content type='html'>This effect emulates the behaviour of&lt;a href="http://en.wikipedia.org/wiki/Distortion_%28optics%29"&gt; lens distortion&lt;/a&gt; with the resulting color aberration. Changing values, the shader can recreate different styles of distortion; cubic (pincushion,barrel) or radial.&lt;br /&gt;The more the distortion, the more the color aberration. &lt;br /&gt;&lt;br /&gt;Natural scene, without any postprocess:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh6.ggpht.com/_FIwkRjgQ8DQ/TSUFQR3nGHI/AAAAAAAAA2k/V2P7Wtc7UE0/no%20postprocess.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[lensD]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh6.ggpht.com/_FIwkRjgQ8DQ/TSUFQR3nGHI/AAAAAAAAA2k/V2P7Wtc7UE0/s1152/no%20postprocess.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Full processed:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh6.ggpht.com/_FIwkRjgQ8DQ/TSUFQOToD-I/AAAAAAAAA2w/hIEZ4NeoJpE/cubic%20lens%20distortion.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[lensD]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh6.ggpht.com/_FIwkRjgQ8DQ/TSUFQOToD-I/AAAAAAAAA2g/QBFUd7P5oFI/s1152/cubic%20lens%20distortion.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-8297654428501208190?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/8297654428501208190/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2011/01/lens-distortion.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/8297654428501208190'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/8297654428501208190'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2011/01/lens-distortion.html' title='Lens Distortion'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh6.ggpht.com/_FIwkRjgQ8DQ/TSUFQR3nGHI/AAAAAAAAA2k/V2P7Wtc7UE0/s72-c/no%20postprocess.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-2310244880768001416</id><published>2011-01-05T13:14:00.000-08:00</published><updated>2011-03-08T14:19:21.099-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hlsl'/><title type='text'>Chromatic Aberration</title><content type='html'>Bad camera lens create an effect called &lt;a href="http://en.wikipedia.org/wiki/Chromatic_aberration"&gt;Chromatic Aberration&lt;/a&gt;, wich causes noticeable color artifacts specially at shapes borders with a strong light contrast. Its due to the different index of refraction for different wavelenghts of light in the lens.&lt;br /&gt;The effect is distance dependent. That means, the artifacts increase with distance. It has also been blured, to fit with the real behaviour.&lt;br /&gt;So here is my aproximation:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh3.ggpht.com/_FIwkRjgQ8DQ/TSTYh2grvvI/AAAAAAAAA2M/V0R1QhCDm_s/Color%20Aberration%20Unreal%20Shader%20%20according%20to%20z-%20depth.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[antialiasing]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh3.ggpht.com/_FIwkRjgQ8DQ/TSTYh2grvvI/AAAAAAAAA2M/V0R1QhCDm_s/s640/Color%20Aberration%20Unreal%20Shader%20%20according%20to%20z-%20depth.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Comparison:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh6.ggpht.com/_FIwkRjgQ8DQ/TSTYh0Yu1VI/AAAAAAAAA2Q/LuwkBw2LxaA/Color%20Aberration%20Unreal%20Shader.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[antialiasing]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh6.ggpht.com/_FIwkRjgQ8DQ/TSTYh0Yu1VI/AAAAAAAAA2Q/LuwkBw2LxaA/Color%20Aberration%20Unreal%20Shader.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-2310244880768001416?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/2310244880768001416/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2011/01/chromatic-aberration.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/2310244880768001416'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/2310244880768001416'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2011/01/chromatic-aberration.html' title='Chromatic Aberration'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh3.ggpht.com/_FIwkRjgQ8DQ/TSTYh2grvvI/AAAAAAAAA2M/V0R1QhCDm_s/s72-c/Color%20Aberration%20Unreal%20Shader%20%20according%20to%20z-%20depth.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-3814566683378053889</id><published>2011-01-03T16:16:00.000-08:00</published><updated>2011-03-08T14:19:27.238-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hlsl'/><title type='text'>Custom Antialiasing</title><content type='html'>After looking for methods to get antialiasing, i found an useful idea. This method mix a blured image with the original one using a mask. Which mask? A mask wich paints the geometry edges. &lt;br /&gt;&lt;br /&gt;#define All_images_scaled_200%&lt;br /&gt;&lt;br /&gt;Original Image:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh4.ggpht.com/_FIwkRjgQ8DQ/TSJi4xvOijI/AAAAAAAAA0g/BSyriTKWh9c/44%20without%20antialiasing.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[antialiasing]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh4.ggpht.com/_FIwkRjgQ8DQ/TSJi4xvOijI/AAAAAAAAA0g/BSyriTKWh9c/s912/44%20without%20antialiasing.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Here is the mask. It has two detection methods; it paints first the edges inside the shape, and then the outside ones, to allow blurring on both sides:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh4.ggpht.com/_FIwkRjgQ8DQ/TSJi4sWfLbI/AAAAAAAAA0Y/Wyc3fq_sxIY/45%20Edge%20detect.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[antialiasing]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh4.ggpht.com/_FIwkRjgQ8DQ/TSJi4sWfLbI/AAAAAAAAA0Y/Wyc3fq_sxIY/s912/45%20Edge%20detect.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Then, i needed to blur the original image. The blurring method was pretty simple. Inside a loop, i displaced the image both horizontally and vertically, adding each displaced image to the original one. Then i divided the result by the number or reiterations in the loop. This is the result:&lt;br /&gt;&lt;br /&gt;&lt;a href=http://lh3.ggpht.com/_FIwkRjgQ8DQ/TSJi4xvxMWI/AAAAAAAAA0c/aK30L98e4AM/46%20Blured.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[antialiasing]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh3.ggpht.com/_FIwkRjgQ8DQ/TSJi4xvxMWI/AAAAAAAAA0c/aK30L98e4AM/s800/46%20Blured.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;And the desired result:&lt;br /&gt;&lt;br /&gt;&lt;a href=http://lh5.ggpht.com/_FIwkRjgQ8DQ/TSJi44ZX4fI/AAAAAAAAA0k/s0P6C4U2Sk4/43%20Custom%20antialiasing.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[antialiasing]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh5.ggpht.com/_FIwkRjgQ8DQ/TSJi44ZX4fI/AAAAAAAAA0k/s0P6C4U2Sk4/s720/43%20Custom%20antialiasing.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Another example:&lt;br /&gt;&lt;br /&gt;&lt;a href=http://lh4.ggpht.com/_FIwkRjgQ8DQ/TSN65YUHvHI/AAAAAAAAA14/okStcQzMoCw/112%20no%20antialiasing.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[antialiasing]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh4.ggpht.com/_FIwkRjgQ8DQ/TSN65YUHvHI/AAAAAAAAA14/okStcQzMoCw/s912/112%20no%20antialiasing.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href=http://lh6.ggpht.com/_FIwkRjgQ8DQ/TSN65uNgokI/AAAAAAAAA18/p1vASmSpFdo/113%20Custom%20antialiasing.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[antialiasing]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh6.ggpht.com/_FIwkRjgQ8DQ/TSN65uNgokI/AAAAAAAAA18/p1vASmSpFdo/s912/113%20Custom%20antialiasing.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-3814566683378053889?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/3814566683378053889/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2011/01/custom-antialiasing.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/3814566683378053889'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/3814566683378053889'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2011/01/custom-antialiasing.html' title='Custom Antialiasing'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh4.ggpht.com/_FIwkRjgQ8DQ/TSJi4xvOijI/AAAAAAAAA0g/BSyriTKWh9c/s72-c/44%20without%20antialiasing.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-9117042692713285622</id><published>2010-10-23T20:38:00.000-07:00</published><updated>2011-03-08T14:19:35.236-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hlsl'/><title type='text'>Programming HLSL Shaders</title><content type='html'>Well, at last i started learning some funny HLSL stuff. Im currently focused on developing real life lens, photography film behaviour, and other post-process effects.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;u&gt;&lt;b&gt;&lt;a href="http://en.wikipedia.org/wiki/Bleach_bypass"&gt;&lt;u&gt;&lt;b&gt;Bleach Bypass&lt;/b&gt;&lt;/u&gt;&lt;/a&gt;&lt;/b&gt;&lt;/u&gt;&lt;/div&gt;&lt;br /&gt;&lt;a href="http://lh3.ggpht.com/_FIwkRjgQ8DQ/TNjO0VKNsgI/AAAAAAAAAyE/5OeJMhzgmeA/32.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[hlsl]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh3.ggpht.com/_FIwkRjgQ8DQ/TNjO0VKNsgI/AAAAAAAAAyE/5OeJMhzgmeA/s1024/32.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://en.wikipedia.org/wiki/Cross_processing"&gt;&lt;u&gt;&lt;b&gt;Cross-Processing&lt;/b&gt;&lt;/u&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;a href="http://lh4.ggpht.com/_FIwkRjgQ8DQ/TNjIbdHOmII/AAAAAAAAAx8/bAdBOCAgGFg/31.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[hlsl]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh4.ggpht.com/_FIwkRjgQ8DQ/TNjIbdHOmII/AAAAAAAAAx8/bAdBOCAgGFg/s1024/31.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://lh5.ggpht.com/_FIwkRjgQ8DQ/TNjIauNSgeI/AAAAAAAAAx4/OOMyD5odjE4/30.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[hlsl]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh5.ggpht.com/_FIwkRjgQ8DQ/TNjIauNSgeI/AAAAAAAAAx4/OOMyD5odjE4/s1024/30.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;u&gt;&lt;b&gt;Sky God Rays&lt;/b&gt;&lt;/u&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;The rays effect is applyied to a texture, its not a postprocess.&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;a href="http://lh6.ggpht.com/_FIwkRjgQ8DQ/TNdY-FhK1KI/AAAAAAAAAxY/gB2Fct0gtEU/29.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[hlsl]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh6.ggpht.com/_FIwkRjgQ8DQ/TNdY-FhK1KI/AAAAAAAAAxY/gB2Fct0gtEU/s1024/29.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;u&gt;&lt;b&gt;HDR&lt;/b&gt;&lt;/u&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;a href="http://lh5.ggpht.com/_FIwkRjgQ8DQ/TOBvfYEfm1I/AAAAAAAAAyk/dNLseOgkLA8/38.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[hlsl]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh5.ggpht.com/_FIwkRjgQ8DQ/TOBvfYEfm1I/AAAAAAAAAyk/dNLseOgkLA8/s912/38.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-9117042692713285622?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/9117042692713285622/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2010/10/programming-hlsl-post-process.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/9117042692713285622'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/9117042692713285622'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2010/10/programming-hlsl-post-process.html' title='Programming HLSL Shaders'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh3.ggpht.com/_FIwkRjgQ8DQ/TNjO0VKNsgI/AAAAAAAAAyE/5OeJMhzgmeA/s72-c/32.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-6592993454691006931</id><published>2010-10-23T14:37:00.000-07:00</published><updated>2011-05-18T10:32:39.481-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='MaxScript'/><title type='text'>My MaxScript toys</title><content type='html'>&lt;b&gt;&lt;u&gt;&lt;span style="font-size: large;"&gt;FumeSleep:&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;This tool is designed to run FumeFX simulations without being present. Hit and run :D I didnt like to spend hours checking when the simulation was finished to start rendering frames. So i made this tool to make everything with just one click. When the tool starts, it looks for the FumeFX volume, selects it and opens the UI. You can also select the volume by pressing its name in the list box. If the UI is closed, when you clic the listbox, its opened. The tool can simulate, render and hibernate the computer once everything is done. So, just clic 'Do it!' and go to bed ;)&lt;br /&gt;By pressing refresh it searchs again for the FumeFX volume in case you created it later, or deleted the old one.&lt;br /&gt;&lt;br /&gt;&lt;a href="https://lh4.googleusercontent.com/_FIwkRjgQ8DQ/TaiAtbAChqI/AAAAAAAABKw/fmc55w13SCg/FumeSleep.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[tools]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh4.googleusercontent.com/_FIwkRjgQ8DQ/TaiAtbAChqI/AAAAAAAABKw/fmc55w13SCg/FumeSleep.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;u&gt;&lt;span style="font-size: large;"&gt;FumeSleep .NET version:&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Time ago i wanted to check out the possibility of calling .NET controls from maxscript. Archieve Unlocked :D&lt;br /&gt;&lt;br /&gt;&lt;a href="https://lh5.googleusercontent.com/_FIwkRjgQ8DQ/TcA0uX-ff2I/AAAAAAAABMg/FSpnEQc5-LA/fumefx%20sleep.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[tools]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh5.googleusercontent.com/_FIwkRjgQ8DQ/TcA0uX-ff2I/AAAAAAAABMg/FSpnEQc5-LA/fumefx%20sleep.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Taking the advantage of .NET controls, i added some extra functions, like that balloon showing some useful info or the tray icon.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;u&gt;&lt;span style="font-size: large;"&gt;New Open File Dialog:&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;I always hated the default 3ds open file dialog, so here is an interesting fix:&lt;br /&gt;&lt;br /&gt;&lt;a href="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TcA2Hj8kkzI/AAAAAAAABMo/JJ0JgDBV-tI/new%20open%20file%20dialog.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[tools]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TcA2Hj8kkzI/AAAAAAAABMo/JJ0JgDBV-tI/new%20open%20file%20dialog.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;/a&gt;&lt;br /&gt;&lt;br /&gt;I made the same for file impoting - exporting.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;u&gt;&lt;span style="font-size: large;"&gt;Copy-Paste Objects:&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;b&gt;&lt;u&gt;&lt;span style="font-size: large;"&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Save Selected and Merge to another 3ds instance can be unconfortable, so lets make that with just 2 clics:&lt;br /&gt;&lt;br /&gt;&lt;a href="https://lh4.googleusercontent.com/_FIwkRjgQ8DQ/TcLUOgYzbrI/AAAAAAAABNY/cOl28smyJh8/copy%20paste%20tool%2003.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[tools]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh4.googleusercontent.com/_FIwkRjgQ8DQ/TcLUOgYzbrI/AAAAAAAABNY/cOl28smyJh8/copy%20paste%20tool%2003.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;u&gt;&lt;span style="font-size: large;"&gt;Export layer to files:&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;br /&gt;&lt;b&gt;&lt;u&gt;&lt;span style="font-size: large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;br /&gt;This tool exports the content of your layers to a folder. You can add and save paths. When you run the tool, all your stored paths will be listed in the list box. Just select one. It will export one file per layer with the layer name.&lt;br /&gt;&lt;br /&gt;&lt;a href="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TcHS6o6z4II/AAAAAAAABNI/cOvsJuRWR4E/layer%20export.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[tools]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TcHS6o6z4II/AAAAAAAABNI/cOvsJuRWR4E/layer%20export.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;u&gt;&lt;span style="font-size: large;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;b&gt;&lt;u&gt;&lt;span style="font-size: large;"&gt;Paint Object Tool:&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Sometimes, in a 3D scene you may need some kind of help to avoid gettin' crazy on repetitive processes. An example is when you need to duplicate an object over another many times. For example, when placing grass on a large ground. So i developed a tool to do this using the mouse. The tool allows you to place your source model perpendicular to the surface or just vertical, useful for trees. You can also rotate the model by clic/drag/release to finish the copy.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh4.ggpht.com/_FIwkRjgQ8DQ/TMNQi2GNbDI/AAAAAAAAAvA/j8rCqSaxwMs/Paint%20Objects%2002.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[tools]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh4.ggpht.com/_FIwkRjgQ8DQ/TMNQi2GNbDI/AAAAAAAAAvA/j8rCqSaxwMs/s1024/Paint%20Objects%2002.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;b&gt;&lt;u&gt;&lt;span style="font-size: large;"&gt;Fix texture path:&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;I had to develop another tool for StimmyGames. The engine needs relative texture paths. Something like /Engine/Textures/color.dds but max exports C:/Game/Engine/Textures/color.dds&lt;br /&gt;The engine is integrated in Maya, so i export the models from 3dsMax in FBX format with the fixed paths.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh3.ggpht.com/_FIwkRjgQ8DQ/TMNWVnHB02I/AAAAAAAAAvU/ve9f8FtlL1A/01.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[tools]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh3.ggpht.com/_FIwkRjgQ8DQ/TMNWVnHB02I/AAAAAAAAAvU/ve9f8FtlL1A/01.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="https://docs.google.com/document/edit?id=1mecm_6WwmOLKuY9LRhh2dh4NX_dXEW6MD2ChOtq5JR4&amp;amp;hl=en#"&gt;Here is the description document&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&amp;nbsp;&lt;b&gt;&lt;u&gt;&lt;span style="font-size: large;"&gt;Unreal Export Tool (WIP):&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Sometimes, when you have to export several files it could be exhausting. So here is another 'One Clic' tool:&lt;br /&gt;&lt;br /&gt;&lt;a href="https://lh6.googleusercontent.com/_FIwkRjgQ8DQ/TdQA9e2YB3I/AAAAAAAABTQ/d_ZeRTXzY_I/UDK%20Exporter.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[tools]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh6.googleusercontent.com/_FIwkRjgQ8DQ/TdQA9e2YB3I/AAAAAAAABTQ/d_ZeRTXzY_I/UDK%20Exporter.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&amp;nbsp;&lt;b&gt;&lt;u&gt;&lt;span style="font-size: large;"&gt;Unreal 3 Collision Tool (WIP):&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Well, Unreal is amazing, but... it doesnt support the visual mesh as collision mesh. So, what to do when you have an imported terrain from an external 3D package. You will want to walk over it. Well, this a problem for me, since i never use its terrain tool for my terrains. But i can generate collision boxes in one clic:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh3.ggpht.com/_FIwkRjgQ8DQ/TMNaUWnaP_I/AAAAAAAAAvc/9In46Grz2IM/Unreal%20collision.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[tools]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh3.ggpht.com/_FIwkRjgQ8DQ/TMNaUWnaP_I/AAAAAAAAAvc/9In46Grz2IM/s1024/Unreal%20collision.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;It generates a Box with the template name UCX_ObjectName_Nº in each polygon. The UCX prefix tells unreal 'this is a collision box.&lt;br /&gt;The tool can also create bounding boxes or spheres.&lt;br /&gt;Anyway, this is quite crazy if you dont make an optimized mesh before doing this. So selecting the walkable surface and optimizing it is a must do.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-6592993454691006931?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/6592993454691006931/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2010/10/my-maxscript-toys.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/6592993454691006931'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/6592993454691006931'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2010/10/my-maxscript-toys.html' title='My MaxScript toys'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh4.googleusercontent.com/_FIwkRjgQ8DQ/TaiAtbAChqI/AAAAAAAABKw/fmc55w13SCg/s72-c/FumeSleep.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-4904647624790139806</id><published>2010-10-12T10:17:00.000-07:00</published><updated>2011-03-28T10:35:22.275-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hlsl'/><category scheme='http://www.blogger.com/atom/ns#' term='Scenes'/><category scheme='http://www.blogger.com/atom/ns#' term='The Lighthouse'/><title type='text'>The Lighthouse</title><content type='html'>As starting point, i have made a base mesh to sculpt it later in Zbrush (One of my first sculpts)&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh3.ggpht.com/_FIwkRjgQ8DQ/TLSVcDlGG8I/AAAAAAAAAsQ/dgGm8RHK1xc/01.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[Sculpt]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh3.ggpht.com/_FIwkRjgQ8DQ/TLSVcDlGG8I/AAAAAAAAAsQ/dgGm8RHK1xc/s912/01.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The rock shader contains 6 different color maps; rock and sand textures, a normal map baked from the high poly version and a color map wich includes a modified cavity map, ambient oclussion and color variation blended like a photoshop 'Soft Light' blend mode. &lt;br /&gt;Here is a comparison between photosop Soft Light Blend mode and my color map in my shader (almost the same ^^):&lt;br /&gt;&lt;br /&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh5.ggpht.com/_FIwkRjgQ8DQ/TLfePz0uGHI/AAAAAAAAAts/dV6-Dtn4kks/s912/soft%20light%20simulation.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;The textures blends using &lt;b&gt;masked &lt;/b&gt;per-vertex colors to avoid the typical 99' soft blend.&lt;br /&gt;&lt;br /&gt;&lt;a href="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TY-3n4xI0hI/AAAAAAAABFQ/p8FoWFue0Ig/s1152/ScreenShot00018.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[Sculpt]"&gt;&lt;span id="goog_409418383"&gt;&lt;span id="goog_409418390"&gt;&lt;/span&gt;&lt;/span&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TY-3n4xI0hI/AAAAAAAABFQ/p8FoWFue0Ig/s912/ScreenShot00018.jpg" style="display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt;&lt;span id="goog_409418391"&gt;&lt;/span&gt;&lt;span id="goog_409418384"&gt;&lt;/span&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;I also added a fresnel effect and a grey mask to add a wet effect to the rocks wich are in contact with the water. The wet zone is animated using some math operations and custom hlsl. It follows the sea height.&lt;br /&gt;&lt;br /&gt;&lt;a href="https://lh6.googleusercontent.com/_FIwkRjgQ8DQ/TY-2_UVRXFI/AAAAAAAABE0/i7VhvyZvY3o/s1152/ScreenShot00016.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[Sculpt]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh6.googleusercontent.com/_FIwkRjgQ8DQ/TY-2_UVRXFI/AAAAAAAABE0/i7VhvyZvY3o/s912/ScreenShot00016.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;The water foam is animated modifying its UV's using the same transformation of the sea height and wet movement.&lt;br /&gt;The ocean mesh is animated via vertex shader wich reads data from a wind entity and math operations to create the waves.&lt;br /&gt;&lt;br /&gt;&lt;a href="https://lh5.googleusercontent.com/_FIwkRjgQ8DQ/TY-2_h47YpI/AAAAAAAABE4/rXhgXD_z_yI/s1280/ScreenShot00008.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[Sculpt]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh5.googleusercontent.com/_FIwkRjgQ8DQ/TY-2_h47YpI/AAAAAAAABE4/rXhgXD_z_yI/s912/ScreenShot00008.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="https://lh6.googleusercontent.com/_FIwkRjgQ8DQ/TY-23KCWMsI/AAAAAAAABEo/u5hyi4lq5es/s1280/ScreenShot00007.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[Sculpt]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh6.googleusercontent.com/_FIwkRjgQ8DQ/TY-23KCWMsI/AAAAAAAABEo/u5hyi4lq5es/s912/ScreenShot00007.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TY-3kPDPbXI/AAAAAAAABFI/Viy212VazMs/s1280/ScreenShot00017.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[Sculpt]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TY-3kPDPbXI/AAAAAAAABFI/Viy212VazMs/s912/ScreenShot00017.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;So lets see it moving!&lt;br /&gt;&lt;br /&gt;&lt;object height="340" width="560"&gt;&lt;param name="movie" value="http://www.youtube.com/v/Z5rUYgSRzgw?fs=1&amp;amp;hl=es_ES&amp;amp;rel=0&amp;amp;hd=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/Z5rUYgSRzgw?fs=1&amp;amp;hl=es_ES&amp;amp;rel=0&amp;amp;hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://vimeo.com/21601115"&gt;Also available on vimeo&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;... Its late for the Oil field rocks :/&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Edit: 23.10.2010&lt;/u&gt;&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;For so long, i have had a personal challenge. Its called HLSL!!! So, i have started playing around, reading msdn, hitting my head against the screen... and here is my first post production Xtreme sharpen effect:&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_FIwkRjgQ8DQ/TMOT4xQ6pMI/AAAAAAAAAvk/O2-h7YV_yco/s1600/custom+hlsl.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="217" src="http://3.bp.blogspot.com/_FIwkRjgQ8DQ/TMOT4xQ6pMI/AAAAAAAAAvk/O2-h7YV_yco/s400/custom+hlsl.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;u&gt;Edit: 28.10.2010&lt;/u&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Today, i tried to add foam layers/small waves to the beach. I had to code a custom node in HLSL that allows to pan a texture only in one direction. Atm, i have only worked well in the codding aspect. The texture is still quite bad (fast made), with no visual effects added at all.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;a href="http://lh5.ggpht.com/_FIwkRjgQ8DQ/TMiqP4B9OiI/AAAAAAAAAwE/qZFhzuu5FaE/20.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[Sculpt]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh5.ggpht.com/_FIwkRjgQ8DQ/TMiqP4B9OiI/AAAAAAAAAwE/qZFhzuu5FaE/s912/20.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;The custom node has 3 inputs: the texture to pan, the uv's and the offset to apply to uv's. This offset comes from a sin*cosin operation wich moves at different speed.&lt;br /&gt;This operation is &lt;a href="http://msdn.microsoft.com/en-us/library/bb509658%28VS.85%29.aspx"&gt;smoothed&lt;/a&gt; to avoid extreme values. This sin*consin function is also used to control the wet zone movement and the water mesh height, so that means everything dance together :D!&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh6.ggpht.com/_FIwkRjgQ8DQ/TMiqCmxvyeI/AAAAAAAAAv4/dUVJ1aRpEtk/21.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[Sculpt]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh6.ggpht.com/_FIwkRjgQ8DQ/TMiqCmxvyeI/AAAAAAAAAv4/dUVJ1aRpEtk/s1280/21.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Lighthouse built!. &lt;a href="http://picasaweb.google.com/leviatan1/Models#5536218441561011602"&gt;Check it here&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;u&gt;Edit 08.11.2010&lt;/u&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Sky God rays.&lt;/b&gt; Its sky time. First, i implemented a god rays post process. But i didnt find it useful, i dont want to apply the effect to the whole screen. So i tried to implement a god rays effect in a texture. And here is the result:&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh6.ggpht.com/_FIwkRjgQ8DQ/TNdY-FhK1KI/AAAAAAAAAxY/gB2Fct0gtEU/s1280/29.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt;The problem is that the rays are cut with geometry edges :/&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Edit 10.11.2010&lt;/u&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;New model of boat. The lighthouse man needed it :D &lt;a href="http://picasaweb.google.com/leviatan1/Models?feat=flashalbum#5536218436503249746"&gt;Check it here!&lt;/a&gt;&lt;/li&gt;&lt;li&gt;Footsteps in the beach&lt;/li&gt;&lt;li&gt;&lt;a href="http://en.wikipedia.org/wiki/Cross_processing"&gt;Cross-Processing&lt;/a&gt; PostProcess codded in hlsl&lt;/li&gt;&lt;li&gt;Added group of birds flying&lt;/li&gt;&lt;/ul&gt;&lt;u&gt;Edit 15.11.2010&lt;/u&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt; Added HDR based on Reinhards operator.&lt;/li&gt;&lt;li&gt;Added background land&lt;/li&gt;&lt;/ul&gt;&lt;u&gt;Edit 20.11.2010&lt;/u&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&amp;nbsp;Its almost done!&lt;/li&gt;&lt;li&gt;&lt;a href="http://vimeo.com/15616028"&gt;Javi Neiro&lt;/a&gt; is animating a Crab modeled by 3D artist &lt;a href="http://www.blogger.com/goog_2042372087"&gt;Pablo Poliakov&lt;/a&gt;&lt;a href="http://searinox.carbonmade.com/"&gt;.&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;u&gt;Edit 28.03.2011&lt;br /&gt;&lt;/u&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&amp;nbsp;At last those lazy guys finished my crab!!&lt;/li&gt;&lt;li&gt;New video released and finished project!!&lt;/li&gt;&lt;/ul&gt;&lt;ul&gt;&lt;/ul&gt;&lt;ul&gt;&lt;/ul&gt;&lt;ul&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-4904647624790139806?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/4904647624790139806/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2010/10/lighthouse.html#comment-form' title='1 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/4904647624790139806'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/4904647624790139806'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2010/10/lighthouse.html' title='The Lighthouse'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh3.ggpht.com/_FIwkRjgQ8DQ/TLSVcDlGG8I/AAAAAAAAAsQ/dgGm8RHK1xc/s72-c/01.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-2569114376982874614</id><published>2010-10-03T15:10:00.000-07:00</published><updated>2011-03-08T14:21:42.945-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Non HLSL Shaders'/><title type='text'>UDK Ocean Shader</title><content type='html'>Well, i have started with the Lighthouse, and what better to start with the sea? Its a subdivided mesh moved via vertex shader and also influenced by a wind entity, so it has plenty of life.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh4.ggpht.com/_FIwkRjgQ8DQ/TKj9qmZRwEI/AAAAAAAAAr0/bqFNLNOaqqo/UDK_Ocean_Shader.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[OceanShader]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh4.ggpht.com/_FIwkRjgQ8DQ/TKj9qmZRwEI/AAAAAAAAAr0/bqFNLNOaqqo/s1152/UDK_Ocean_Shader.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh6.ggpht.com/_FIwkRjgQ8DQ/TKj9q4rqBvI/AAAAAAAAAr8/RJqtc4-FkCo/UDK_Ocean_Shader3.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[OceanShader]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh6.ggpht.com/_FIwkRjgQ8DQ/TKj9q4rqBvI/AAAAAAAAAr8/RJqtc4-FkCo/s1152/UDK_Ocean_Shader3.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh6.ggpht.com/_FIwkRjgQ8DQ/TKj9qyL2I-I/AAAAAAAAAr4/puTLOeeymXE/UDK_Ocean_Shader2.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[OceanShader]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh6.ggpht.com/_FIwkRjgQ8DQ/TKj9qyL2I-I/AAAAAAAAAr4/puTLOeeymXE/s1152/UDK_Ocean_Shader2.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-2569114376982874614?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/2569114376982874614/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2010/10/udk-ocean-shader.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/2569114376982874614'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/2569114376982874614'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2010/10/udk-ocean-shader.html' title='UDK Ocean Shader'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh4.ggpht.com/_FIwkRjgQ8DQ/TKj9qmZRwEI/AAAAAAAAAr0/bqFNLNOaqqo/s72-c/UDK_Ocean_Shader.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-3688484910134287448</id><published>2010-10-02T13:45:00.000-07:00</published><updated>2011-03-27T15:04:46.422-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='The Lighthouse'/><title type='text'>My first concept art</title><content type='html'>After spending some days in Jandía, Fuerteventura, i started thinking in the lighthouse i saw there and the possibilities of making some related 3D art.&lt;br /&gt;I also know i should sketch my art before starting modeling important stuff. So here is my first attempt on concept art.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh4.ggpht.com/_FIwkRjgQ8DQ/TKeZRUojUqI/AAAAAAAAArs/4-faqjtOUnU/s912/LightHouse.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[ConceptArt]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh4.ggpht.com/_FIwkRjgQ8DQ/TKeZRUojUqI/AAAAAAAAArs/4-faqjtOUnU/s912/LightHouse.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh4.ggpht.com/_FIwkRjgQ8DQ/TKeZRUojUqI/AAAAAAAAArs/4-faqjtOUnU/LightHouse.jpg"&gt;Full Resolution&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-3688484910134287448?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/3688484910134287448/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2010/10/my-first-concept-art.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/3688484910134287448'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/3688484910134287448'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2010/10/my-first-concept-art.html' title='My first concept art'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh4.ggpht.com/_FIwkRjgQ8DQ/TKeZRUojUqI/AAAAAAAAArs/4-faqjtOUnU/s72-c/LightHouse.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-7369289748699595171</id><published>2010-09-05T12:16:00.000-07:00</published><updated>2011-03-08T14:22:20.382-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Game Art'/><title type='text'>Struggling to live</title><content type='html'>Lets add some green life and hopes after the brown 'nex-gen' oil field...&lt;br /&gt;This is a piece of art that I created for an unannounced title being developed by StimmyGames which have contracted me as a freelance artist doing 3d modelling as well as technical tasks. As the project moves forward my role is moving towards a more senior art position where I establish art lines as well as design and develop my own art pieces.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh6.ggpht.com/_FIwkRjgQ8DQ/TIPmmaYlDOI/AAAAAAAAAq0/OV43P3N9Ml4/processed.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[wpf]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh6.ggpht.com/_FIwkRjgQ8DQ/TIPmmaYlDOI/AAAAAAAAAq0/OV43P3N9Ml4/s800/processed.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Technical Info.&lt;br /&gt;The low poly version of the rock have been made in 3ds max. A very very simple mesh. The high one, in Mudbox. After testing mudbox, i think maybe i still prefer ZBrush for sculpting. I missed some Z brushes i love. But Mudbox is still more confortable, since you can configure it, as for example, 3ds max.&lt;br /&gt;I made the tree trunk in ZBrush, using ZSpheres, and sculpting a little bit later. Low poly version made with DecimationMaster.&lt;br /&gt;Rock texture and trunk have been made in Mudbox. Mudbox +5 Bodypaint -10  hehe.&lt;br /&gt;Rest of art, standard modeling in 3ds max. &lt;br /&gt;Rendered in unreal, just for testing.&lt;br /&gt;Amount of time, about 15-20 h&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-7369289748699595171?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/7369289748699595171/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2010/09/struggling-to-live.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/7369289748699595171'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/7369289748699595171'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2010/09/struggling-to-live.html' title='Struggling to live'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh6.ggpht.com/_FIwkRjgQ8DQ/TIPmmaYlDOI/AAAAAAAAAq0/OV43P3N9Ml4/s72-c/processed.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-9169426395507837691</id><published>2010-05-09T17:08:00.000-07:00</published><updated>2011-03-13T13:52:40.853-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hlsl'/><category scheme='http://www.blogger.com/atom/ns#' term='Scenes'/><category scheme='http://www.blogger.com/atom/ns#' term='The Oilfield'/><title type='text'>Oil Field - Unreal Engine</title><content type='html'>I met Unreal when working in the Pyro Studios art department along 2008. I fell in love with this technology since the first day, so once i learned enough, i decided to start building my own scene. &lt;br /&gt;I have been working on it about 15 months, in my free time, making every element of the scene. From the idea to the final scene.&lt;br /&gt;Its still unfnished, so it will improve in the future.&lt;br /&gt;&lt;br /&gt;&lt;object width="560" height="340"&gt;&lt;param name="movie" value="http://www.youtube.com/v/nxsiV7AdaBU&amp;hl=es_ES&amp;fs=1&amp;rel=0&amp;hd=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/nxsiV7AdaBU&amp;hl=es_ES&amp;fs=1&amp;rel=0&amp;hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Newer Screens:&lt;br /&gt;&lt;br /&gt;&lt;a href="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TX0o0PwFaUI/AAAAAAAABCM/JBTB3rb_dhw/s1440/133.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[oil3]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TX0o0PwFaUI/AAAAAAAABCM/JBTB3rb_dhw/s1024/133.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="https://lh6.googleusercontent.com/_FIwkRjgQ8DQ/TX0ow8VB6hI/AAAAAAAABCI/rc5Vyz4RVq4/s1440/134.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[oil3]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh6.googleusercontent.com/_FIwkRjgQ8DQ/TX0ow8VB6hI/AAAAAAAABCI/rc5Vyz4RVq4/s1024/134.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TX0o1S-w7rI/AAAAAAAABCQ/4Dfqv8S-Wp8/s1440/135.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[oil3]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TX0o1S-w7rI/AAAAAAAABCQ/4Dfqv8S-Wp8/s1024/135.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="https://lh4.googleusercontent.com/_FIwkRjgQ8DQ/TX0o6-UXXvI/AAAAAAAABCY/Gl7PgOBhcDk/s1440/137.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[oil3]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh4.googleusercontent.com/_FIwkRjgQ8DQ/TX0o6-UXXvI/AAAAAAAABCY/Gl7PgOBhcDk/s912/137.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TX0o7IOhdzI/AAAAAAAABCc/28C2kPrRXWw/s1440/136.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[oil3]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TX0o7IOhdzI/AAAAAAAABCc/28C2kPrRXWw/s1024/136.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="https://lh5.googleusercontent.com/_FIwkRjgQ8DQ/TX0o8eSyJSI/AAAAAAAABCg/62mbqfvBz4U/s1440/138.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[oil3]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh5.googleusercontent.com/_FIwkRjgQ8DQ/TX0o8eSyJSI/AAAAAAAABCg/62mbqfvBz4U/s1024/138.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TX0pFT2cRtI/AAAAAAAABCo/J5wt-8T3eiM/s1440/139.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[oil3]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TX0pFT2cRtI/AAAAAAAABCo/J5wt-8T3eiM/s1024/139.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="https://lh4.googleusercontent.com/_FIwkRjgQ8DQ/TX0pHdMx0eI/AAAAAAAABCs/EpZkYedb998/s1440/140.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[oil3]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh4.googleusercontent.com/_FIwkRjgQ8DQ/TX0pHdMx0eI/AAAAAAAABCs/EpZkYedb998/s1024/140.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TX0pHbmAtWI/AAAAAAAABCw/zKJ_LxxADQQ/s1440/141.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[oil3]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TX0pHbmAtWI/AAAAAAAABCw/zKJ_LxxADQQ/s1024/141.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TX0pMvcjivI/AAAAAAAABC0/zLt6pLIXwRY/s1440/142.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[oil3]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TX0pMvcjivI/AAAAAAAABC0/zLt6pLIXwRY/s1024/142.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="https://lh6.googleusercontent.com/_FIwkRjgQ8DQ/TX0pPzuhUSI/AAAAAAAABC8/Vetda42lgC0/s1440/144.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[oil3]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh6.googleusercontent.com/_FIwkRjgQ8DQ/TX0pPzuhUSI/AAAAAAAABC8/Vetda42lgC0/s1024/144.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TX0pRkmz0DI/AAAAAAAABDA/zt1CsAe48Wg/s1440/143.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[oil3]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TX0pRkmz0DI/AAAAAAAABDA/zt1CsAe48Wg/s1024/143.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="https://lh4.googleusercontent.com/_FIwkRjgQ8DQ/TX0pWfd9WaI/AAAAAAAABDE/xD9QsmtwOQ0/s1440/145.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[oil3]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh4.googleusercontent.com/_FIwkRjgQ8DQ/TX0pWfd9WaI/AAAAAAAABDE/xD9QsmtwOQ0/s1024/145.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TX0pY7M2TZI/AAAAAAAABDI/DaDtnEsY9Qs/s1440/147.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[oil3]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TX0pY7M2TZI/AAAAAAAABDI/DaDtnEsY9Qs/s1024/147.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="https://lh6.googleusercontent.com/_FIwkRjgQ8DQ/TX0pZi1e38I/AAAAAAAABDM/EVe9fythPVI/s1440/146.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[oil3]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh6.googleusercontent.com/_FIwkRjgQ8DQ/TX0pZi1e38I/AAAAAAAABDM/EVe9fythPVI/s1024/146.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TX0pf41mLsI/AAAAAAAABDQ/mlNKTFSXQDM/s1440/148.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[oil3]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TX0pf41mLsI/AAAAAAAABDQ/mlNKTFSXQDM/s1024/148.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TX0phhe7KgI/AAAAAAAABDU/DB8ZOjh2iKw/s1440/149.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[oil3]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TX0phhe7KgI/AAAAAAAABDU/DB8ZOjh2iKw/s1024/149.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TX0pirV3kRI/AAAAAAAABDc/1zmmO76NuV8/s1440/150.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[oil3]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TX0pirV3kRI/AAAAAAAABDc/1zmmO76NuV8/s1024/150.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-9169426395507837691?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/9169426395507837691/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2010/05/oil-field-unreal-engine.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/9169426395507837691'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/9169426395507837691'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2010/05/oil-field-unreal-engine.html' title='Oil Field - Unreal Engine'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TX0o0PwFaUI/AAAAAAAABCM/JBTB3rb_dhw/s72-c/133.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-1944140390236990650</id><published>2010-04-04T18:41:00.001-07:00</published><updated>2011-03-08T14:23:26.910-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='.NET Programming'/><title type='text'>Movie and Cinema Browser</title><content type='html'>Well, this is a final course project, and I wanted to show off and expand knowledge.&lt;br /&gt;The application allows you to see what cinema you can watch the movie you are looking for.&lt;br /&gt;The program works reading the information from an access database.&lt;br /&gt;Of course, it allows you to search for movies. When the movie is found, it's shown in a list. Then, if you select it, automatically plays its trailer, shows the overview and the cinemas with some useful info.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh4.ggpht.com/_FIwkRjgQ8DQ/S8CctgU5NPI/AAAAAAAAAj0/PKgXrmriBWU/captura.png" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[wpf]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh4.ggpht.com/_FIwkRjgQ8DQ/S8CctgU5NPI/AAAAAAAAAj0/PKgXrmriBWU/captura.png" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-1944140390236990650?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/1944140390236990650/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2010/04/wpf-movie-and-cinema-browser.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/1944140390236990650'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/1944140390236990650'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2010/04/wpf-movie-and-cinema-browser.html' title='Movie and Cinema Browser'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh4.ggpht.com/_FIwkRjgQ8DQ/S8CctgU5NPI/AAAAAAAAAj0/PKgXrmriBWU/s72-c/captura.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-197942670933596622</id><published>2010-03-02T16:37:00.000-08:00</published><updated>2011-03-08T14:23:42.627-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Render'/><title type='text'>After Effects Post Production</title><content type='html'>Well, since ive found photoshop poor for postpro, ive decided to try a soft specifically designed for these tasks. So here is my first attemp with After Effects&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh5.ggpht.com/_FIwkRjgQ8DQ/S42y3enaKYI/AAAAAAAAAh8/ac7QqCQzW_Y/casino_5.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[casino]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh5.ggpht.com/_FIwkRjgQ8DQ/S42y3enaKYI/AAAAAAAAAh8/ac7QqCQzW_Y/s912/casino_5.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-197942670933596622?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/197942670933596622/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2010/03/casino-after-effects-post-production.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/197942670933596622'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/197942670933596622'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2010/03/casino-after-effects-post-production.html' title='After Effects Post Production'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh5.ggpht.com/_FIwkRjgQ8DQ/S42y3enaKYI/AAAAAAAAAh8/ac7QqCQzW_Y/s72-c/casino_5.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-2934809805478555488</id><published>2009-12-27T16:54:00.000-08:00</published><updated>2011-03-08T14:24:04.132-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Scenes'/><category scheme='http://www.blogger.com/atom/ns#' term='El Enigma de la Abadía'/><title type='text'>El Enigma de la Abadía</title><content type='html'>Well, i've joined this team these days. They want to move the game to unreal engine. So, somebody out there talked about me for the dirty job xD&lt;br /&gt;Im in charge of mesh/materials setup/exporting, shaders, postprocessing, lighting, particle effects... and every technical aspect.&lt;br /&gt;These images show the first steps.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh4.ggpht.com/_FIwkRjgQ8DQ/S1XAsrYgZLI/AAAAAAAAAew/iPFHdsfHRno/17.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[enigma]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh4.ggpht.com/_FIwkRjgQ8DQ/S1XAsrYgZLI/AAAAAAAAAew/iPFHdsfHRno/s1024/17.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://lh3.ggpht.com/_FIwkRjgQ8DQ/S1XAtP7NfTI/AAAAAAAAAe4/Um-bVQMN8Qo/19.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[enigma]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh3.ggpht.com/_FIwkRjgQ8DQ/S1XAtP7NfTI/AAAAAAAAAe4/Um-bVQMN8Qo/s1024/19.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://lh6.ggpht.com/_FIwkRjgQ8DQ/S1XAs-ZZ89I/AAAAAAAAAe0/I6ks-39hrtc/18.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[enigma]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh6.ggpht.com/_FIwkRjgQ8DQ/S1XAs-ZZ89I/AAAAAAAAAe0/I6ks-39hrtc/s1024/18.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://lh5.ggpht.com/_FIwkRjgQ8DQ/S7-O-4lyamI/AAAAAAAAAjg/tMw74CzMmn4/aserg.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[enigma]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh5.ggpht.com/_FIwkRjgQ8DQ/S7-O-4lyamI/AAAAAAAAAjg/tMw74CzMmn4/s912/aserg.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://lh6.ggpht.com/_FIwkRjgQ8DQ/S1XI1OzA2mI/AAAAAAAAAfE/FNNoxAdf4mw/21.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[enigma]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh6.ggpht.com/_FIwkRjgQ8DQ/S1XI1OzA2mI/AAAAAAAAAfE/FNNoxAdf4mw/s1024/21.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://lh6.ggpht.com/_FIwkRjgQ8DQ/S2mcV5qpOUI/AAAAAAAAAhI/pVGmFR6wHWY/25.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[enigma]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh6.ggpht.com/_FIwkRjgQ8DQ/S2mcV5qpOUI/AAAAAAAAAhI/pVGmFR6wHWY/s1152/25.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://lh5.ggpht.com/_FIwkRjgQ8DQ/S7-QIrDTeJI/AAAAAAAAAjo/R0WcDYuj8Tw/aserg.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[enigma]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh5.ggpht.com/_FIwkRjgQ8DQ/S7-QIrDTeJI/AAAAAAAAAjo/R0WcDYuj8Tw/s288/aserg.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://lh4.ggpht.com/_FIwkRjgQ8DQ/S7-Qvw-FVLI/AAAAAAAAAjs/QmWukdXcrtM/descampao.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[enigma]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh4.ggpht.com/_FIwkRjgQ8DQ/S7-Qvw-FVLI/AAAAAAAAAjs/QmWukdXcrtM/s288/descampao.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://lh6.ggpht.com/_FIwkRjgQ8DQ/S02dkvTSRUI/AAAAAAAAAeA/wlBX4qYgLok/ScreenShot00019.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[enigma]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh6.ggpht.com/_FIwkRjgQ8DQ/S02dkvTSRUI/AAAAAAAAAeA/wlBX4qYgLok/s1024/ScreenShot00019.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;And  lets see it live!&lt;br /&gt;&lt;br /&gt;&lt;object width="560" height="340"&gt;&lt;param name="movie" value="http://www.youtube.com/v/9S1Ef29o9lo&amp;hl=es_ES&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/9S1Ef29o9lo&amp;hl=es_ES&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-2934809805478555488?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/2934809805478555488/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2009/12/el-enigma-de-la-abadia.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/2934809805478555488'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/2934809805478555488'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2009/12/el-enigma-de-la-abadia.html' title='El Enigma de la Abadía'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh4.ggpht.com/_FIwkRjgQ8DQ/S1XAsrYgZLI/AAAAAAAAAew/iPFHdsfHRno/s72-c/17.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-8508150842602468901</id><published>2009-10-01T19:25:00.000-07:00</published><updated>2011-03-08T14:24:16.242-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Render'/><title type='text'>Casino La Laguna, Tenerife</title><content type='html'>&lt;a href="http://lh6.ggpht.com/_FIwkRjgQ8DQ/SsYsDf2a9FI/AAAAAAAAAW8/2hmmE3v_imA/casino%20la%20laguna%20tenerife%20render%201.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[casino]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh6.ggpht.com/_FIwkRjgQ8DQ/SsYsDf2a9FI/AAAAAAAAAW8/2hmmE3v_imA/casino%20la%20laguna%20tenerife%20render%201.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh6.ggpht.com/_FIwkRjgQ8DQ/SsYsDUrOeRI/AAAAAAAAAXA/sPTiwO1mnTU/casino%20la%20laguna%20tenerife%20render%202.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[casino]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh6.ggpht.com/_FIwkRjgQ8DQ/SsYsDUrOeRI/AAAAAAAAAXA/sPTiwO1mnTU/casino%20la%20laguna%20tenerife%20render%202.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://lh5.ggpht.com/_FIwkRjgQ8DQ/SsYsDoVwHcI/AAAAAAAAAXE/b_5INKH6FaA/casino%20la%20laguna%20tenerife%20render%203.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[casino]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh5.ggpht.com/_FIwkRjgQ8DQ/SsYsDoVwHcI/AAAAAAAAAXE/b_5INKH6FaA/casino%20la%20laguna%20tenerife%20render%203.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-8508150842602468901?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/8508150842602468901/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2009/10/la-laguna-casino-tenerife.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/8508150842602468901'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/8508150842602468901'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2009/10/la-laguna-casino-tenerife.html' title='Casino La Laguna, Tenerife'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh6.ggpht.com/_FIwkRjgQ8DQ/SsYsDf2a9FI/AAAAAAAAAW8/2hmmE3v_imA/s72-c/casino%20la%20laguna%20tenerife%20render%201.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-3250411798470569114</id><published>2009-09-14T15:49:00.000-07:00</published><updated>2011-03-08T14:24:29.152-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Render'/><title type='text'>Ibanez Jem</title><content type='html'>This is a custom designed guitar based in the Ibanez Jem Series. I fell in love with this design, so i customized my own guitar to approach its looking to this one, hehe.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;&amp;nbsp;&lt;/span&gt;&lt;a href="http://lh4.ggpht.com/_FIwkRjgQ8DQ/S46lIOjNpCI/AAAAAAAAAic/VkUfzezelcI/color_2.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[jem]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh4.ggpht.com/_FIwkRjgQ8DQ/S46lIOjNpCI/AAAAAAAAAic/VkUfzezelcI/s912/color_2.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-3250411798470569114?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/3250411798470569114/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2009/09/ibanez-jem.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/3250411798470569114'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/3250411798470569114'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2009/09/ibanez-jem.html' title='Ibanez Jem'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh4.ggpht.com/_FIwkRjgQ8DQ/S46lIOjNpCI/AAAAAAAAAic/VkUfzezelcI/s72-c/color_2.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-3878447108324517464</id><published>2009-09-13T06:39:00.000-07:00</published><updated>2011-03-08T14:24:46.064-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Render'/><title type='text'>Fountain</title><content type='html'>&lt;a href="http://lh6.ggpht.com/_FIwkRjgQ8DQ/S5B-ENcBxGI/AAAAAAAAAig/FBfbY0B11dw/fuente.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[fuente]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh6.ggpht.com/_FIwkRjgQ8DQ/S5B-ENcBxGI/AAAAAAAAAig/FBfbY0B11dw/s1024/fuente.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-3878447108324517464?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/3878447108324517464/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2009/09/fountain.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/3878447108324517464'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/3878447108324517464'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2009/09/fountain.html' title='Fountain'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh6.ggpht.com/_FIwkRjgQ8DQ/S5B-ENcBxGI/AAAAAAAAAig/FBfbY0B11dw/s72-c/fuente.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-7113522817975862501</id><published>2009-09-10T17:46:00.000-07:00</published><updated>2011-03-08T14:24:58.681-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Render'/><title type='text'>Bic</title><content type='html'>&lt;a href="http://lh3.ggpht.com/_FIwkRjgQ8DQ/Sq2SAZe84YI/AAAAAAAAAUU/Lb9vawN2i4g/bic_render_04.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[bic]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh3.ggpht.com/_FIwkRjgQ8DQ/Sq2SAZe84YI/AAAAAAAAAUU/Lb9vawN2i4g/bic_render_04.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-7113522817975862501?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/7113522817975862501/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2009/09/bic.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/7113522817975862501'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/7113522817975862501'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2009/09/bic.html' title='Bic'/><author><name>David</name><uri>http://www.blogger.com/profile/13817778283310964653</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_FIwkRjgQ8DQ/SpvWnt3R7ZI/AAAAAAAAAA4/jHitKqd4-nQ/S220/2525ed9.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh3.ggpht.com/_FIwkRjgQ8DQ/Sq2SAZe84YI/AAAAAAAAAUU/Lb9vawN2i4g/s72-c/bic_render_04.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7887503020917448319.post-8736514276962394009</id><published>2009-09-01T07:12:00.000-07:00</published><updated>2011-03-08T14:25:05.767-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Render'/><title type='text'>Coffee</title><content type='html'>&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;&amp;nbsp;&lt;/span&gt;&lt;a href="http://lh3.ggpht.com/_FIwkRjgQ8DQ/S43Nc9Qa8CI/AAAAAAAAAiA/skcilGlqfDU/color_2.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[album_pais]"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5376486441360446178" src="http://lh3.ggpht.com/_FIwkRjgQ8DQ/S43Nc9Qa8CI/AAAAAAAAAiA/skcilGlqfDU/color_2.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 400px;" /&gt; &lt;br /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7887503020917448319-8736514276962394009?l=dmg3d.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dmg3d.blogspot.com/feeds/8736514276962394009/comments/default' title='Enviar comentarios'/><link rel='replies' type='text/html' href='http://dmg3d.blogspot.com/2009/09/test-lightbox.html#comment-form' title='0 comentarios'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/8736514276962394009'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7887503020917448319/posts/default/8736514276962394009'/><link rel='alternate' type='text/html' href='http://dmg3d.blogspot.com/2009/09/test-lightbox.html' title='Coffee'/><author><name>Theck</name><uri>http://www.blogger.com/profile/10803200508019347632</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh3.ggpht.com/_FIwkRjgQ8DQ/S43Nc9Qa8CI/AAAAAAAAAiA/skcilGlqfDU/s72-c/color_2.jpg' height='72' width='72'/><thr:total>0</thr:total></entry></feed>
