1,485 reputation
31541
bio website invertbits.blogspot.com
location Earth
age 20
visits member for 3 years, 11 months
seen Oct 9 at 19:32

♦ Moderator on Blender

Hi, I'm Daniel. Here's are some of my interest: programming, iOS dev, video production, audio processing, web dev/design, graphics design, photography, 3d modeling & environment creation (Cycles, ftw!), game dev, physics, history, calculus, languages, Bible, bass guitar, music theory, and who can forget about good ol' Stack Exchange!

I was born in the US, but have spent most of my life traveling, I've lived on 3 continents so far. Working and waiting for the Savior.

My blog: invertbits.blogspot.com


Jan
21
comment Marching cubes density function: noise sampling leaves holes in plane
It worked perfectly. Thanks!
Jan
21
comment Rendering lightmaps at runtime
That's an interesting idea. Thanks!
Dec
12
comment How to render realistic ice?
@wil Ah ok. No problem. Leave you input on the site name here
Dec
10
comment How to render realistic ice?
@wil Nice! But I already started one like that: Graphics Layer Architecture
Dec
10
comment Blur shader without render textures?
@RoyT. Got the shaders.
Dec
8
comment Blur shader without render textures?
@RoyT. What do you mean? I can't since I don't have access to render textures.
Oct
30
comment “Marching cubes” voxel terrain - triplanar texturing with depth?
Ah. I see. So I check if it is a surface voxel. But, how do I tell the triplanar shader that it's a surface voxel. The voxels are rendered in one draw call, btw.
Oct
29
comment “Marching cubes” voxel terrain - triplanar texturing with depth?
Hah. It would be that there is dirt or voxels above you.
Oct
29
comment “Marching cubes” voxel terrain - triplanar texturing with depth?
I really don't know.
Oct
29
comment “Marching cubes” voxel terrain - triplanar texturing with depth?
But how are you supposed to (re)calculate voxel data and check if it is above or below the terrain surface, if the terrain surface isn't flat?
Oct
18
comment How does 20Q work internally?
+1 Helpful too. Thanks for the source code link.
Oct
18
comment How does 20Q work internally?
+1 Great answer. Very helpful.
Oct
11
comment How does UVW texture mapping work?
Question: Why isn't it called RST instead of UVW?
Jul
9
comment Finding if a point is inside of a mesh (Point-in-polyhedron)
Not necessarily. The Raycast method in Unity, has an optional parameter of distance which I set to Mathf.Infinity.
Jun
30
comment Periodic updates of an object in Unity
You can't use a coroutine in the Update function.
Jun
30
comment Algorithm for creating spheres?
Thanks. I got it.
Jun
29
comment Algorithm for creating spheres?
I can't seem to get it to work. I made a new method for the GeometryProvider called Normalize(). When/where do you call it?
Jun
29
comment Algorithm for creating spheres?
Could you possibly give an example of that? I tried this: vertices[i] += normals[i], but it gives strange results.
Jun
29
comment Algorithm for creating spheres?
See my edit. That's what I've gotten to work.
Jun
29
comment Algorithm for creating spheres?
The .Select(i => i + vertices.Count) doesn't work for me at all. Is it a XNA only feature?