
Rutt Etra 2.0 lighting and rendering mode demo
3 months ago
A quick demo of version 2.0 of the Rutt Etra for Quartz Composer 4.0 / Mac 10.6 which now works properly with the lighting macro patch and renders an optional input normal map image (this may change in the final, normal calculations may happen internally).
The Rutt Etra is now able to render antialiased points, mesh and triangle mesh rather than just scan lines and complete images. Some options have changed in the patch, including the ability to specify x and y resolution - useful for point rendering. Additionally the RE should be a touch faster & use less memory. Stay tuned.
The Rutt Etra is now able to render antialiased points, mesh and triangle mesh rather than just scan lines and complete images. Some options have changed in the patch, including the ability to specify x and y resolution - useful for point rendering. Additionally the RE should be a touch faster & use less memory. Stay tuned.
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Good stuff!
a\x
There's a method I tried for calculating the tangent-space normal-map by applying a Sobel edge shader to the displacement image. Not sure if this is the method you're using.
I never got it to work properly for me, but then again, I was displacing radially, rather than strictly on one axis, as you're doing.
gamedev.net/community/forums/topic.asp?topic_id=475213
might help.
a|x
Your maths is better than mine, I'm sure (was always my worst subject at school, and I've not practiced it since).
Keep up the great work!
a|x
Hopefully I can implement this into a performance Im going to do at the Dallas Museum of Art in November.