.. . a small menagerie of graphics made along the path travelled during the exploration of the Project TRG Universe

  • material-skin a demo using wave_xform to manipulate textures to an oscillation pattern across two dimensions whose periods are out of phase. the material is scrolled across a static convolved mesh creating interference patterns. trg_skin.avi
  • material-wine the same as above, but exploring alpha layers and some new blend modes. trg_wine.avi
  • (particle-glint a short life particle system using native ogre particle functions. linear force along y causes particles to rise up as they expire while new particles are seeded within fixed bounds below. trg_glint.avi
  • (particle-hair altering the particle length and using colour blending to give the effect of hair/rays. trg_hair.avi
  • (particle-horiz another version of above. reasonably pointless. trg_hair.avi
  • (particle-hair2 hair effect with more body 'n' shine. trg_hair2.avi
  • (particle-bloom a remix of pix's swarm effect using a few blend modes, force affectors and some texture processing. trg_bloom.avi
  • (particle-bloempje another remix of pix's swarm effect. trg_bloom2.avi
  • (techno-tentacle example of using OSC to control playback period and mix weights between two armature animation tracks. the tentacle has about 30 bones and has been instantiated 12 times in the scene. individual control is possible as are the use of more animation tracks. trg_tentacles.avi
  • (animated-textures basic example of animated textures in use. trg_anim-tex.avi
  • (animated-textures-LSCM another example of animated textures in use but on a mesh of 382 faces. the mesh has been LSCM unwrapped to create 'seamless' UV coords. trg_anim-tex2.avi
  • project_trg_graphic_demos.txt
  • Last modified: 2007-06-18 12:45
  • (external edit)