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Week 7 : Floating In the Void.

Updated: Mar 31, 2021

Class 21

It was a Sunday, dry and bright. I joined the class at 10, it was a facilitation session. the class began fairly well. It was more of a practical session, we show us how to make a transparent shader by leveraging the blending options in the shader. Then he took us through some shader math like adding and multiplying values to extract components we want off of a texture. he us a home work to make a shader using his textures we awere asked to make the mouth and eye of the image into the applied color.




Class 22

It was a Thursday, Its getting warmer outside, you break a sweet just from breathing, being alive. but a fact many would ignore or miss seeing, as time move forward things gets colder, loose its warmth, softness and become slower, colder, gray; like the human heart. had enough somber sermon. We got into class. the content of the day leaned more towards to marketing and business side of things. He asked us why don't we guys try to be crowd funded by launching a kick starter. He then took us through the Kickstarter website to have a loot at the ongoing campaigns. I got a severe headache from going through the content put at display for many of these campaigns. projects that are crappy as hell and by which I mean it looks very amateurish and subpar manage to draw huge sum of money. Even things as simple as Power-point presentation of a game idea managed to draw a lot of funding.

I took a break that day and went to bed right after and woke up the next day. Class 23 Its was Saturday, I reached the class. That day we were taught how to make shaders. We started by making scrolling textures using _Time provided my unity. scrolling is done by offsetting the uv using time. The he moved on to making a bling-phong shader, which is a pseudo lighting technique used developed in the early 90's to render something close to real world which was a huge upgrade to what we use to have back then. We then went on making the shader. first we added an ambient light to it which is just to add a base color. then we started making the diffuse lighting by calculation the dot product of face normal and light direction. then we did a the specular by finding the half vector between the light direction and the view direction and then taking the dot product of it with the normal. then as a finally we added the rim glow to the object by calculating the the dot between the face normal and the view direction.


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