Talk:Procedural Materials: Difference between revisions

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: What we need is an animated cube of roiling, rain-drenched thunderclouds, complete with lightning... --[[User:Cargo Cult|Cargo Cult]] 08:21, 25 Jul 2005 (PDT)
: What we need is an animated cube of roiling, rain-drenched thunderclouds, complete with lightning... --[[User:Cargo Cult|Cargo Cult]] 08:21, 25 Jul 2005 (PDT)
:: Now you're talking.  Someone get to work on a procedural cloud image generator. Not it! --[[User:ZeroDegrez|ZeroDegrez]] 4:40, 25 Jul 2005 (EST)
:: Now you're talking.  Someone get to work on a procedural cloud image generator. Not it! --[[User:ZeroDegrez|ZeroDegrez]] 4:40, 25 Jul 2005 (EST)
:::If I recall correctly, www.shader.org had some pretty nifty cloud shaders... It shouldn't be that hard to port one to C++... And a couple might even be in HLSL :D

Revision as of 23:23, 25 July 2005

Dude. Woah. --TomEdwards 13:35, 22 Jul 2005 (PDT)

You can use these for skyboxes, yeah? --Pon

I don't think so. Sky-textures are special materials --King2500 06:09, 23 Jul 2005 (PDT)

Hmm, that might be worth trying. --ZeroDegrez 06:28, 23 Jul 2005 (EST)

Yes, they can be used as skybox textures ;) It's pretty cool watching Red vs. Blue in skybox, lol --ZeroDegrez 10:40, 25 Jul 2005 (EST)

What we need is an animated cube of roiling, rain-drenched thunderclouds, complete with lightning... --Cargo Cult 08:21, 25 Jul 2005 (PDT)
Now you're talking. Someone get to work on a procedural cloud image generator. Not it! --ZeroDegrez 4:40, 25 Jul 2005 (EST)
If I recall correctly, www.shader.org had some pretty nifty cloud shaders... It shouldn't be that hard to port one to C++... And a couple might even be in HLSL :D