Pryme8

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Pryme8 last won the day on August 31

Pryme8 had the most liked content!

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About Pryme8

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    Master Ninja
  • Birthday 04/29/1986

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    Pryme8.com

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    Male
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    Eureka, CA
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    Crushing it

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  1. Well today was supposed to be the completion, but it does not look like anyone really participated. :(...
  2. I wish I had time to help, unfortunately I have a deadline I gotta meet today and tomorrow. So I can’t right at this second.
  3. Last few days, if anyone is in on this. I will follow up with my promise of the reward of hosting the winner for a year +.
  4. Pryme8

    Billboard RayMarch Plane

    Glad my research ended up helping! I should publish the end result of this, which was raymarching organics like trees and bushes. I was never fully able to make things look truly organic but I was getting close. The idea was to be able to eventually have fully 3D trees being rendered on a billboard, or an outside scene through a window.
  5. So On the Playground CustomMaterial works as a constructor, but In my offline version I seem to not have access to it. How can I fix that?
  6. Pryme8

    Billboard RayMarch Plane

    this is what is needed to determine your ray direction. If you look at the main section of the shader code you will see: vec3 rayDir = getRayDir(camPos, normalize(camTarget - camPos), p); which does this function: vec3 getRayDir(vec3 camPos, vec3 viewDir, vec2 pixelPos) { vec3 camRight = normalize(cross(viewDir, vec3(0.0, 1.0, 0.0))); vec3 camUp = normalize(cross(camRight, viewDir)); return normalize(pixelPos.x*(camRight*-1.) + pixelPos.y*camUp + CAM_FOV_FACTOR*viewDir); } so the cam target, which is just a positions in front of the 'physical' camera in the scene. So with quick maths you subtract positions and normalize to get your vector for forward. I think you could essentially just pass the camera forward (global) forward vector but his works well. Think of it as the cameras view direction as denoted in the getRayDir function. A Normalized Global Camera Rotation Vector.
  7. Sounds like you are on your way to win this then! Can’t wait to see what you got going here in a few days. I am driving up from LA today to Eureka, but will be around all next week and will try to be more involved if anyone needs help with anything.
  8. about halfway through now I would figure! Anyone got any screenshots they can share of their WIP, or a hint as to what you are working on?
  9. Pryme8

    Cylinder edit vertices on top

    Another method you could use is make a heightmap Ground, and then use CSG to make it a circle then tube.
  10. Pryme8

    Cylinder edit vertices on top

    If it can be static, then honestly I would raymarch that.... but the hacky way will be to do it with geometry displacement from a texture like I started working on here: https://playground.babylonjs.com/#GZ91H2 or use @JohnK's method
  11. Pryme8

    Cylinder edit vertices on top

    Does it need to be Dynamic or Static? Are you going to be doing hit tests on it or can I displace it in the shader?
  12. Pryme8

    Cylinder edit vertices on top

    Did this get solved yet? If not I got you tommrow.
  13. Pryme8

    Cylinder edit vertices on top

    Ohhh I got you, I miss read the post! I am out of town at the moment, give me to this evening if I remember when I get to the hotel then I got you. This is actually really easy! You would use an updatable disc and a cylinder to accomplish this I would imagine.
  14. Pryme8

    Cylinder edit vertices on top

    I’m confused as to what the goal is. A ring that shows the height of the grain in be silo?
  15. Yes sir get at it at any point here I think there are still like 3+ weeks left.