Posts Tagged “nodos”

“Hola!, this is Pablo..”, that’s the first thing I say in this video that tries to explain a couple of effects I came up with the last week, playing around with shading nodes in real time.

The thing was that Mist option is still not supported in GLSL, how can I work around this?, Nodes! the great “Camera Data” is an input node that let you use information from the camera view to play with, such as the View Vector, View Z Depth, and View Distance (which is the one i’m using in this video). After playing for a while, I found out that this method was much more better than the boring Mist!

I ended up using this method for effects such as:

  • MultiColor Mist:  Color in front of the camera is more peachy, slightly noticeable, then more far away is a bit orange/red, and veery far away the color tries to mix with the sky.
  • SunRays: Just planes with a bright alpha texture, the trick is made by the View Distance factor of the camera, changing the alpha to zero when you get close to them, or far away from them (you don’t want to always see sunrays).
  • ChangeAlpha: for walking through trees leaves in a way that they don’t block the view, they have a node setup that makes them alpha zero when they get close to the camera, so you can see through.

Here the video:

Download the OGG version. (~30mb)

Nothing of this is actually new, you can do this for rendering since past year, and for GLSL is also there since weeks, so you can play with this by using any barely recent build.

* by the way, expect more videotutorials like this one (but better explained, better quality, etc), in the Apricot DVD! 🙂

That’s all folks! Enjoy!

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