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Apologies

Posted on July 18, 2019 by dale

A little while back I updated this site and switched to a new URL. In the process, a lot of the links were magically updated by WordPress to point to the new site. Because of this, I failed to test every page after switching, since it seemed like everything was good. Unfortunately, a reader just…

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Mixing things up

Posted on May 27, 2019May 27, 2019 by dale

When I first started using Blender procedural materials, I wondered how to get more than one material onto an object. In other systems I’d used, there was the idea of a “material map,” which was a grayscale image that defined where to put different colors or materials. For example, an image like this: …could be…

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New name, new look

Posted on March 21, 2019March 21, 2019 by dale

Well, my old domain name was expiring, so I decided to get a new one and a new look at the same time. I really hoped to blog more frequently than I have, but I only have so much time. Part of the reason I haven’t had time is that I was really trying to…

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I’ve Finally Hit The Floor

Posted on November 11, 2017March 11, 2019 by dale

Ever since I started exploring procedural wood shaders, I’ve wanted to then use those to make wooden planked floors. As I mentioned in a previous post, a wooden log is cut into boards by slicing it along the long axis of the trunk, moving outwards from the center. There are several ways to cut a…

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More Power

Posted on August 2, 2017March 11, 2019 by dale

I finally upgraded my old laptop to one with an NVIDIA GPU, and that will help me to render a lot faster. One of my excuses for not posting very frequently is that it takes a long time to develop shaders with my slooooow rendering speeds, so now I don’t have that excuse anymore. I…

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More About Texture Coordinates

Posted on September 17, 2016March 11, 2019 by dale

While creating the Red Oak shader, we used the “Object” coordinates: I mentioned that this will make the wood shader three-dimensional, as if our objects are carved out of a solid block of wood. The reason is that the Object used for the coordinates is by default the object that the shader is applied to….

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Shader Ball

Posted on July 18, 2016March 11, 2019 by dale

I figured if I’m making shaders I should make a shader ball. I don’t know if this is any better or worse than others out there, but it was an interesting object to think about. I tried to make it minimalist but still with helpful details. Behold: You can download it from BlendSwap here.

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New Look

Posted on June 26, 2016March 11, 2019 by dale

It’s only been a couple of months, but I decided to change the look of this blog. I initially hand-coded the site using WordPress as the backend, but I decided I wanted to try turning on the commenting feature. It seemed like a good bit of work to get the commenting infrastructure merged into my…

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Shaders In The Wild

Posted on April 29, 2016March 11, 2019 by dale

An artist named Stephen Hamacek just contacted me to show me a project he did where he used some of my procedural wood shaders. It uses Bullet Physics for the realistic ball movement, and just looks really amazing overall! This certainly puts anything I did in university to shame… https://youtu.be/5LC8PYq_VS0

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Let’s do this…

Posted on April 6, 2016 by dec

Welcome to my humble space on the web. I plan to write about graphics and coding topics that I find interesting, and I hope you will also find something to enjoy about them.  Onward!

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