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DX11 for MSAA HAIR and TESSELATION & DISPLACEMENT for the new video.

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  • replied
    I want ask other problem , now , the APEX Physx Lab v1.01 can create APEX Particle asset ????
    because I find the UDK Particle System -> Emitter -> Particle for APEX DATA , but I don't know how to use. and APEX Physx Lab v1.01 , I don't find any APEX Particle tool ... anyone know this ?

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  • replied
    Originally posted by TheAgent View Post
    Why do you change what you asked when someone just answered your question.
    Well, if you don't know Steven Chau, don't ask,

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  • replied
    Thanks for linking that PDF. Now I wish I had attended that presentation!

    The smoke effect at 0:45 in that clip stevenchau432 linked does not appear to be particle based. Judging by the wireframe and title of the shot, I assume it's simply a clever use of a material with a panning or animated tessellation map applied to a cylinder or cone.

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  • replied
    Originally posted by TheAgent View Post
    Why do you change what you asked when someone just answered your question.
    sorry form my question , because I have ask few problem .

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  • replied
    I dont think Epic is going to tell us step by step how they created the entire samaritan demo, its up to us to experiment with the technology provided and see what results we can come up with. Ive seen some pretty cool things done with it that Epic havent show cased so my advice stevenchau432 is to find out what it is you want to do exactly and research the **** out of it. The PDF from Epic on the DX11 tech is a great example on workflow, going from concept to production and making the most of the technology available. That is the key, its not in the eye candy

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  • replied
    Why do you change what you asked when someone just answered your question.

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  • replied
    You asked about MSAA hair in your first post, that's what I was replying to

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  • replied
    the link not yet tutorial the smoke how to make , see my link:
    http://www.pastemagazine.com/article...he-future.html
    in the video 0:45 . althrough EPIC type the DX11 Tessellation & Displacement tech , but the smoke effect is no Tessellation & Displacement , you must see the video 0:45 , the realtime smoke effect .
    I think , this is the 3ds Max Plug-in “Hair Farm"

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  • replied
    http://udn.epicgames.com/Three/TessellationDX11.html

    ...

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  • replied
    Originally posted by darthviper107 View Post
    I have no idea what you're saying. But in that presentation, they have a part explaining how they made the hair
    no , I already say : in the video 0:45 , the DX11 TESSELATION & DISPLACEMENT tech , same the APEX Turbulence . not the MASS HAIR. There have two problem.

    First , I thank you provide the PDF Doc, althrough I already read this doc in march.

    I want to know how to make TESSELATION & DISPLACEMENT , you must see my video link , the tech same realtime smoke , so beautiful.

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  • replied
    Originally posted by stevenchau432 View Post
    but the DX11 TESSELATION & DISPLACEMENT tech , no explain how to make it.
    I have no idea what you're saying. But in that presentation, they have a part explaining how they made the hair

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  • replied
    Originally posted by darthviper107 View Post
    They talk about some of the hair stuff here:
    http://www.nvidia.com/content/PDF/GDC2011/Epic.pdf
    but the DX11 TESSELATION & DISPLACEMENT tech , not yet explain how to make it.



    ffejnosliw
    I don't know UDN already update the DX11 tech article . Thank!

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  • replied
    They talk about some of the hair stuff here:
    http://www.nvidia.com/content/PDF/GDC2011/Epic.pdf

    Leave a comment:


  • replied
    http://udn.epicgames.com/Three/APEXOverview.html
    http://udn.epicgames.com/Three/DirectX11Rendering.html

    Leave a comment:


  • DX11 for MSAA HAIR and TESSELATION & DISPLACEMENT for the new video.

    http://www.pastemagazine.com/article...he-future.html

    this video , show the DX11 MSAA HAIR , but how to make this ? I don't find any information about how to make MSAA HAIR , so beautiful.

    and in the 0:45 , the DX11 TESSELATION & DISPLACEMENT , what is this ? particle ? same realtime smoke, I know make Material DX11 TESSELATION, but the video 0:45 DX11 TESSELATION & DISPLACEMENT effect , same the APEX Turbulence , I don't find any information about how to make this.

    APEX have 5 Modules
    •APEX Clothing
    •APEX Destruction
    •APEX Particles
    •APEX Turbulence
    •APEX Vegetation
    http://developer.nvidia.com/apex

    wish next mouth UDK or APEX PhysX Lab 2.0 can to make all modules.
    ( I feel , APEX Particles same for Physx Data particle )
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