Hi, I'm trying to make a reallistic grass effect with directX 9 and shader HLSL. Your project is really amazing and I would like to ask you some help for improved mine. For now, I have create a cloud of cross grass billboard like in this example : http://http.developer.nvidia.com/GPUGems/gpugems_ch07.html I'm trying now to apply on this cloud a wind effect translation. This is an example of what I have done (Quality of the video doesn't reflect the real quality of my project, CamStudio sucks...) : http://www.youtube.com/watch?v=3TylIoaFQSM Can you shared me some advices or scientific papers that you have used for your own project? You can contact me on this adress : welsch.clement@gmail.com Thank a lot for your help and your comprehension. Clement
Hey, sorry I took a while to respond, I don't check blogspot very often.
This demo is actually just using a really inefficient fur shader, I altered the texture coordinates using something along the lines of 'sin(time*timeScale)*(windScale*height)' offsetting time by a different arbitrary amount for x and y to create the wind effect . For the actual fur shader, I think I based it on this: http://www.xbdev.net/directx3dx/specialX/Fur/index.php
But I'd recommend trying to find something better, even with quite a few optimisations, this was pretty much maxing out my PC with a fairly small area.
Hi,
ReplyDeleteI'm trying to make a reallistic grass effect with directX 9 and shader HLSL.
Your project is really amazing and I would like to ask you some help for improved mine.
For now, I have create a cloud of cross grass billboard like in this example :
http://http.developer.nvidia.com/GPUGems/gpugems_ch07.html
I'm trying now to apply on this cloud a wind effect translation.
This is an example of what I have done (Quality of the video doesn't reflect the real quality of my project, CamStudio sucks...) : http://www.youtube.com/watch?v=3TylIoaFQSM
Can you shared me some advices or scientific papers that you have used for your own project?
You can contact me on this adress : welsch.clement@gmail.com
Thank a lot for your help and your comprehension.
Clement
Hey, sorry I took a while to respond, I don't check blogspot very often.
DeleteThis demo is actually just using a really inefficient fur shader, I altered the texture coordinates using something along the lines of 'sin(time*timeScale)*(windScale*height)' offsetting time by a different arbitrary amount for x and y to create the wind effect . For the actual fur shader, I think I based it on this:
http://www.xbdev.net/directx3dx/specialX/Fur/index.php
But I'd recommend trying to find something better, even with quite a few optimisations, this was pretty much maxing out my PC with a fairly small area.