Remove Code Remove Texture Mapping Remove Writing
article thumbnail

Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

In my previous post, I mentioned that I would be write a series of articles on Cocos Cyberpunk. pipeline/pipeline-manager (the entry) pipeline/graph pipeline/passes Reflection Probe In the “scene” scene, select the “probes” node, you can find there are 3 reflection probes, the corresponding cube textures are stored in the assets/scene folder.

Code 52
article thumbnail

Differentiable Slang: Example Applications

Nvidia

In this post, we introduce several code examples using differentiable Slang to demonstrate the potential use across different rendering applications and the ease of integration. Rendering is highly nonlinear, so linear operations on texture maps do not produce the correct linearly changing appearance.

Render 52
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

[Tutorial]A Comprehensive Explanation of Deferred Rendering - Guide to Cocos Cyberpunk Source Code

Cocos

This series of articles will analyze the source code from various perspectives to improve your learning efficiency. Download the project source code for free at: [ CocosCyberpunk ] Many articles talk about the differences between Forward Rendering and Deferred Rendering on the Internet.

Render 52
article thumbnail

Potential of shader graph and VFX graph in Unity 

iXie gaming

Shader Graph Shader Graph is a node-based visual interface that allows artists and developers to create shaders without writing complex code. It simplifies the process of generating and manipulating materials, textures, and lighting effects.

Shaders 52
article thumbnail

A comprehensive guide to in-demand roles in film and games

CG Spectrum

If they don’t create textures themselves, 3D modelers will work especially closely with texture artists and look development artists (aka surfacing artists) who will add realism and detail to their model through texture maps and shaders. They may also be required to use software that processes scans and photogrammetry.

Film 52