
mfdesigner
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About mfdesigner
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United States
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https://twitter.com/OtakhiP
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Use cubic bezier boundaries to control crowd movement and flow pattern. Visit https://www.otakhi.com/petridish?load=15916 to see how it works behind the scene.
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Combining Particle System with Skinned Instancing. Can your web game engine do this?
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(1) Painting each channel and each layer of the same material. (2) Painting displacement map. (3) Painting with directional strokes.
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Take control of your material creation by painting into 10 different material maps.
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Dynamic Painting on Static Mesh: Dynamic Painting on Skeletal Mesh:
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Real Time Interactive Mesh Sculpting with Dynamic Tessellation. Took us a month and a half in performance tuning.
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14 Sculpting Brushes at your disposal for unlimited creativity.
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Mesh Sculpting Preview - the only webgl engine that offers direct interactive 3D Mesh sculpting capability.
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We have decided to push back the roll out until the following features are ready. (1) Sculpting via Dynamic Tessellation. (60% complete) (2) Painting on Mesh via Dynamic Multi-Materials Application and blending (30% complete) We consider these features absolutely essential for game development and hence the abrupt decision. Thank you for your patience.
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oTakhi Platform: High Performance Ocean Wave Simulation
mfdesigner replied to mfdesigner's topic in News
(4) Underwater godrays. -
oTakhi Platform: High Performance Ocean Wave Simulation
mfdesigner replied to mfdesigner's topic in News
Under the river Nile. -
oTakhi Platform: High Performance Ocean Wave Simulation
mfdesigner replied to mfdesigner's topic in News
Raging river with wave shaping.