So I have been doing some work on my forward renderer ( Just playing around really ), and I have made this rather nice shader from my old crepuscular ray shader. Im planning to make some kind of music visualizer with it :) ( If I get the time )

So I have been doing some work on my forward renderer ( Just playing around really ), and I have made this rather nice shader from my old crepuscular ray shader. Im planning to make some kind of music visualizer with it :) ( If I get the time )

A Photo I took today in the city. I really loved the lighting.

A Photo I took today in the city. I really loved the lighting.

Now with ambient occlusion, and various other improvements. 

Now with ambient occlusion, and various other improvements. 

Over the past few weeks I have been working on a deferred renderer for my new engine. It has support for many different light types, soft shadows, several different materials, and a nice chained post-process system ( things like bloom, crepuscular rays, depth of field and soon SSAO/ambient occlusion).  I also completely re-wrote the old model importing pipeline, making it much easier to import models, and their textures.

Over the past few weeks I have been working on a deferred renderer for my new engine. It has support for many different light types, soft shadows, several different materials, and a nice chained post-process system ( things like bloom, crepuscular rays, depth of field and soon SSAO/ambient occlusion).  I also completely re-wrote the old model importing pipeline, making it much easier to import models, and their textures.

Part of a frame of one of the final scenes in the animation. I spent quite a long time getting the smoke how i wanted it. The entire thing took just over 3 weeks to render ( 24/7 ).

Part of a frame of one of the final scenes in the animation. I spent quite a long time getting the smoke how i wanted it. The entire thing took just over 3 weeks to render ( 24/7 ).

Just another frame from my animation.

Just another frame from my animation.

A frame from an animation I made about a steampunk robot astronaut.

A frame from an animation I made about a steampunk robot astronaut.

Further Progress on my Procedural terrain engine thing. I have added more advanced texturing ( based on normal and altitude  ). I’m rewriting the current model/material/texture processors to hopefully allow artists to link the materials and textures they want to use from maya directly, to make importing models much easier. I have also started trying to implement deferred rendering.I have also implemented various post processes such as bloom and crepuscular rays so far. 

Further Progress on my Procedural terrain engine thing. I have added more advanced texturing ( based on normal and altitude  ). I’m rewriting the current model/material/texture processors to hopefully allow artists to link the materials and textures they want to use from maya directly, to make importing models much easier. I have also started trying to implement deferred rendering.

I have also implemented various post processes such as bloom and crepuscular rays so far. 

Sketch shader I made a while ago when learning HLSL.

Sketch shader I made a while ago when learning HLSL.

Flaming Beverage. Rendered with V-ray.

Flaming Beverage. Rendered with V-ray.

VF-1 Valkyrie. 15000 polys. Made in Maya, rendered in 3ds Max.

VF-1 Valkyrie. 15000 polys. Made in Maya, rendered in 3ds Max.

Low poly bulkhead. 

Low poly bulkhead. 

Low poly sword 

Low poly sword 

3D procedural terrain generator. Uses the diamond square algorithm.

3D procedural terrain generator. Uses the diamond square algorithm.