djchump wrote:Tbh I wouldn't pay for noise - the fbm stuff that the shadertoy guys are using is just several layers of basic peril noise. More info in this paper: http://developer.amd.com/wordpress/media/2012/10/Tatarchuk-Noise(GDC07-D3D_Day).pdf At the end of the day though, just grab some shader code from one of iqs things (his cloud demo probably the most obvious) and plug it in to your shader somewhere. If its actually something that does stuff in unity (e.g. It can create noise meshes for you or something) the I suppose it might come in handy - but half the fun is hacking in bits and bobs from different sources and getting it to do what you want
dynamiteReady wrote:That's incredible. Those rigs look awesome.
I'm still trying to get my head around linear character animation... Let alone this type of stuff. The system in GTA5 for example. Now that's mental, I notice at least 5 different routines everytime I watch the game...
dynamiteReady wrote:Well... It tries to! :}
How did you find that?
AJ wrote:I reckon he hacked it out by changing this string: http://www.ioccc.org/2013/cable2/cable2.c To this: http://www.ioccc.org/2013/cable2/ Which indicated it would probably be a good idea to change it to this: http://www.ioccc.org/2013/cable2/hint.htmldynamiteReady wrote:Well... It tries to! :} How did you find that?
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