How can I create a 3D scene whith directx that looks like freecad? I tried to work on the shader but with bad results.
if anyone can help me I am very grateful
I have a render like this
but I want a render like this:
Related
I am trying to make a terrain map for a 3D game in SceneKit. I have tried a few options starting with using a MapKit as the floor but it didn't workout very well. I am not sure what is the proper way of doing the same. I have seen a few search results that talk about procedural generation but none with SceneKit.
I am reaching out to you guys to point me in the right direction. I need to know how to start a project to render a randomly generated terrain. What kinda components should I have in my Scene to do this ? I am not after fully functional code but some established ideas on how this is done normally. I also would like to know what kinda resources I need to generate a map like that. For 2D I can use TileMaps which has tile images put together randomly but how is it done in SceneKit ?
I'm starting to teach myself Open GL. I'm learning it for a pretty large iOS project. From what I can see so far, the way I'd program the graphics in my app is just a ton of coordinate geometry and meticulously typing out numbers. I'd like to use a graphics generator such as Blender to make some of these images. Can I use Blender for something like this in order to minimize the amount of annoying math necessary or am I restricted to vaguely picturing something in my mind and hoping I'm good enough at math to draw it? If it's the ladder, what other alternatives to Open GL can I find that would work for iOS?
Yes, you can use a tool like Blender to create your models and then write code to load them in OpenGL. Here's some sample code and it even uses Blender. This was the first thing that came up when I did a web search for "loading obj files in OpenGL".
I created a really basic cylinder, added a material and a glow effect
can I export a model to include the glow effect so the model will look like the rendering ?
http://imgur.com/VaNJLj4
Clarification:
Can I export the model to .fbx or .x and have it contain the lightning information so that if I import it into unity or xna the model will look like the rendering ?
"glowing" is really a post-process kind of effect. Actually a blur. There are quite a few tutorials on how to do this in XNA, but I doubt that you can easily export this from you modeling software (as in not possible at all).
The reason is that doing it usually requires setting up multiple rendertargets, custom shader, etc, which you will have to do yourself.
The reason you need multiple rendertargets;
When you render a model, only the pixels WITHIN the (visibly) outer vertices are processed by the pixel-shader. Hence, you can't render a smooth "fade-out" outside the model itself as would be the case in your picture.
What you usually do is you use a shader that renders your object normally, but also renders a "glow-color" to an other rendertarget.
When all models have finished rendering, you do a blur-effect on this second RT.
Then you blend your main RT with the blurred glow-RT.
This is VERY superficial, and I havent done it in AGES, so please DO check out some tutorials. Also, this bloom-sample basicly does the same thing, but on the entire scene, I think: http://xbox.create.msdn.com/en-US/education/catalog/sample/bloom
Add the glow in 3dsmax with filters, then it wil render automaticly.
Minor notice, 3dsmax is a very big program with lots of possibilities, just take your time finding everything out. Believe me it will take time.
I checked out Tangram from App Store. How can I make this bevel effect on different shapes? What technology do I need create such a layout?
Do I need OpenGL ES or cocos2D maybe Quartz2D?
Actually I've documented the development process of tangram!, find it here: http://gotoandplay.freeblog.hu/categories/compactTangram/
At that time there was no option to render OpenGL polygons with anti-aliasing, so I made a demanding workaround to achieve the result (I wanted to add bump effect too, but later on I skipped). The point is in this post: http://gotoandplay.freeblog.hu/archives/2010/02/04/compactTangram_074_-_organizing_textures_performance_preservingincreasing_plan/
Funny.
Since than, you can easily render with anti-alias, and retina also a solution for that pain, so some polygon mesh, some shader for specular stuff, and there you go, or go with Cocos2D, as you mentioned, it has growing 3D support.
new to IOS OpenGL programming. I have worked through a few tutorials that talk about the basics of OpenGL ES and been able to create a small demo program that draws cubes in a scene at positions I want. Id like to apply a texture to the faces of the cube but for some reason this seems to be a near impossible task to figure out. Im using GLKit , Ive searched all over and can't find a dead simple tutorial on how to do this without a lot of other fluff. Can anyone point me in the correct direction or have a tutorial on this? It doesn't seem like this should be hard thing to do. I must be missing something..
Go here for many tutorials bout this http://www.raywenderlich.com/
or here
http://www.raywenderlich.com/5223/beginning-opengl-es-2-0-with-glkit-part-1
this one explains about textures in detail:
http://db-in.com/blog/2011/02/all-about-opengl-es-2-x-part-23/
Id recomend not to use glkit directly (maybe some helper methods) since even tho it is easier as it works like opengl 1 most of the tutorials for gl es 2.0 wont use it and you will get confused.
Use this one for glkit to load textures
https://developer.apple.com/library/ios/#documentation/GLkit/Reference/GLKTextureLoader_ClassRef/Reference/Reference.html#//apple_ref/doc/uid/TP40010922
Try google with something like glkit texture example
this is what i got :
https://github.com/jlamarche/iOS-OpenGLES-Stuff/blob/master/GLKit%20Stuff/GLKBaseEffect%20Drawing%20Example%20with%20Texture/blah/MCViewController.m
around line 119 you can see how to use the texture, i havent checked it but it seems valid. I usually prefer to just use normal opengl since even when you have a simple program the shader file is ridiculously simple, (like less than 10 lines).