All Questions
182
questions
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How is the following anti-aliasing technique called if it even exists and how effective is it?
I've seen a couple takes on aa-techniques and I wanted to see what types of AA there are. I got an idea on an anti aliasing technique but when looking at the existing ones I didn't see anyone doing my ...
0
votes
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52
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My DX12 ray tracer is crashing and i can't figure out why
I am trying to code a real-time ray tracer application using DirectX12. I should say that I am almost a complete beginner about graphics programming and have very little idea on what I'm doing (if you ...
0
votes
1
answer
64
views
Normal map BG image for website, with fixed light source
I would like to be able to use normal maps in my site's background images. This CodePen example seems to be the best from all the implementations I've seen so far. It uses three.js to achieve the ...
1
vote
1
answer
52
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Unity3d, Single transparent object's drawing order is mixed up
So I'm using URP, lit materials.
I have this sandwich object with SINGLE fbx model with one submesh only. Sandwich is made in order of Bread - Tomato - Cheese - Ham - Lettuce - Bread
When opaque, it ...
0
votes
0
answers
21
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Failed to load effect file: /core/corecommon.fx (6,34): error X3004: undeclared identifier FIXED_WIDTH
type here
Hi, I'm trying to make a custom .fx file for an application called MikuMikuDance, after editing the file, when loading it, an error message from another file appeared
heres the beginning of ...
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votes
0
answers
40
views
Adding an outline to a curved world shader
I’ve got a curved world shader and I want to add an outline to my objects.
I’m able to do a curved world and outline separately, but when I combine the two by adding a second pass to the curved shader,...
0
votes
0
answers
86
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Unity URP my shader graph does not function when both input render textures are the same resolution
I created a decal shader for a fog of war effect for my RTS it functions as intended when different resolution the Vision texture is from a top view orthographic camera while the explored texture is ...
0
votes
1
answer
666
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Godot vertex shader to bend a mesh along a path (similar to the Blender's "Curve" modifier)
Similar question: Bend a mesh along spline
Related: How to bend geometry with geometry nodes
Related: Unity Curve Modifier
What I'm trying to do:
I want to create a Godot vertex shader that bends ...
-2
votes
1
answer
108
views
Blur only objects after a certain distance
I work at a 3d game in Unity URP and i want to make an "Inspect element console" where the 3d objects come in front of the camera and the player can rotate them. So for this i search for a ...
0
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49
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How to draw a circle in a shader in perspective projection?
С#
var matrix = camera.projectionMatrix * camera.worldToCameraMatrix;
Shader.SetGlobalMatrix("_INVERSE_UNITY_MATRIX_VP", matrix.inverse);
Shader.SetGlobalMatrix("_UNITY_MATRIX_VP"...
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answers
61
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OpenGL multiple shaders per Mesh
I'm learning OpenGL for a personal project and I have mesh that contains 3 shaders:
Shader for normal rendering
Shader for picking as explained in: http://www.opengl-tutorial.org/miscellaneous/...
1
vote
0
answers
266
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Applying a Geometry Shader on Existing Material in GLB Using Filament Android
I'm working on an Android project using the Filament rendering engine to display 3D models in GLB format. I have successfully loaded and displayed models with existing materials using Filament. ...
1
vote
1
answer
323
views
Draw Multiple Objects With PyOpenGL Shaders
I just started using shaders with PyOpenGL, and I managed to draw one 3d object, but I'm not able to draw a second one. I tried making another init() function and doing all the vao and vbo stuff twice,...
2
votes
1
answer
258
views
World coordinates wrong when Raycasting and Rasterizing in the same scene
I am rendering two cubes, both side length 1, centered at the origin (min coords. [-.5, -.5, -.5], max coords. [.5, .5, .5]), one with rasterization (vertices set by vertex shader), another with ray-...
0
votes
1
answer
41
views
After generating a model with random body parts. Cover the area between those parts to make the 3D model look good
I have human models with three body parts: Head, torso, and legs. Rig and animations for these models I am getting from Mixamo. I am taking two human models(parents) and alternately getting body parts ...