A volumetric light shader I was working on a while ago. Ive improved it in terms of speed and appearance since.

A volumetric light shader I was working on a while ago. Ive improved it in terms of speed and appearance since.

Just a bit of playing around really. You can create atoms, and they dance to the music ( this is carbon )

Just a bit of playing around really. You can create atoms, and they dance to the music ( this is carbon )

Energy Ball Visualizer. Some more progress.

Several improvements.

Several improvements.

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 )

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.

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.

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

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

A Post-Process shader I made a while ago after playing Amnesia. It acts similar to bloom, except instead of lighter areas bleeding, darker areas bleed. This results in a rather nice creepy effect. 

A Post-Process shader I made a while ago after playing Amnesia. It acts similar to bloom, except instead of lighter areas bleeding, darker areas bleed. This results in a rather nice creepy effect.