Procedural Shaders

This is some fun stuff I did around July in my free time, and was re-organized and cleaned up a bit recently. Check out the demo in your brower. Having a problem open WebGL demo? Try here. Source code on Github There’re three models – cube, sphere, torus knot and …

Batch Exporter using Maya Standalone

Tonight I spent a few hours experimenting with Maya standalone module from the external Python interpreter. Digital Tutors has a video tutorial on bit of this, however I couldn’t get it to work following exactly what the tutor did. It threw out this error: ImportError: DLL load failed: The specified …

First Python Script in Maya

______________ update _____________ I rewrote the script with PyMel after reading the Maya Python book. It’s now better structured and organized than the original, although some functions remain procedural…View it on Github. __________ end of update __________ Last weekend I got my very first python script working in Maya. :) It can …

Parallax Occlusion in Unreal Engine 3

After The Bureau’s release, I figured it’s time to update my long forgotten website…This is a customized material node I created around last Aug, when I was transferring from TA to programmer. It allows artists to create amazing parallax occlusion effect easily by only linking height, map and diffuse maps. …

Studying Maya Plugin

Everyday I try to study something new, mostly related to rendering stuff. This time however is a little different. I used Maya as a modeling tool a lot back in 2010 and 2011 when I was studying in ETC. I’ve been wanting to learn Maya API for a while, now …

Eye/Iris Dilation & Constriction in Unreal Engine 3

A few days earlier I said I wanted to experiment with UV animation. Here it is! The diffuse and specular textures are made by V8matey. I got his files from here. It’s a simple shader that simulates the reaction of our eyes to the light. When there’s more light, the iris …

Flow Mapping in Unreal Engine 3

The basic idea of flow maps is that it contains the flow directions, with each pixel representing a 2D vector. Flow maps allow varying velocity and directions. The original thought was from Valve’s Software’s talk in Siggraph 2010. I didn’t go to Siggraph 2010 and for some reason I always …

Edge Detection in Unreal Engine 3

Since my internship in 2K Marin, I have been exposed to a lot of new things that are specific to Unreal Engine. To practice and recap with the edge detection shader I did in GLSL last semester, I made this basic edge detection shader in UDK on weekends. :D Below …

Computer Graphics Project 5 – Simple Physics Engine

[FMP width=”640″ height=”480″]http://jingjin.me/wp-content/uploads/2011/12/physics.flv[/FMP] In this project, I wrote a physics engine that simulates collisions and the animation of spheres, triangles and planes. Runge-Kutta 4 is implemented to integrate the position and orientation of the physics objects. Rendering is done with OpenGL. Programming Language Used: C++, OpenGL