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[R&D] CGFX Shaders: Cubemaps

CGSL CubeMap Shader

After my work establishing a Phong model shader I wanted to incorporate cubemaps. Everything went fairly well. The next step is to combine this shader with my normal map shader.

If all goes well I can get that done tonight. I’m having a lot of fun with shader authoring. It’s a nice blend of computer science and art that I’m really enjoying. My end goal for learning CGFX is to be able to produce a small scene in the Unreal Engine where I’ve written all the shaders. Wish me Luck!

 

My First CGFX Shader

My First cgfx Shader

I’ve put if off for a while, but today I decided to jump into writing shaders. It took a while and a lot of wikipedia searches, but I finished tonight after having started this morning.

It’s a Phong shader based on a Lambert model. It has an added Fresnel highlight as well as controls for the glossiness strength and size. For textures it accepts Diffuse, Normal and Specular.

The next part I’d like to add is reflections and more specifically; cubemap reflections. I’m moving to Montreal soon and I think my best chance for work is to apply as a material artist.

I’m hoping my film work combined with my portfolio website and a new library of free to download materials will help me land a job. The maps it’s using right now are from an old ZBrush project, but they are good enough for proof of concept. More to come soon :)

My First cgfx Shader (http://www NULL.terrymatthes NULL.com/wp-content/uploads/2013/09/test_shader2 NULL.jpg)