gimymblert
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« Reply #280 on: August 07, 2017, 11:31:19 PM » |
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« Last Edit: August 07, 2017, 11:48:01 PM by gimymblert »
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gimymblert
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« Reply #281 on: August 08, 2017, 12:52:28 AM » |
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plazma sphere 2
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JobLeonard
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« Reply #282 on: August 08, 2017, 05:55:19 AM » |
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Cool stuff EDIT: Also, I would really like to see someone take this to zucconi_9, because I can still see differences, and I'm protanomalous!
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« Last Edit: August 08, 2017, 06:03:31 AM by JobLeonard »
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JobLeonard
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« Reply #284 on: August 09, 2017, 02:06:57 AM » |
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EDIT: NVM, I see that you meant the reverse, like a colourblind preview for colornormal people. The Enchroma test is pretty good, and it is in their interest to not have false positives because it would create unhappy customers: http://enchroma.com/test/instructions/They even tell you when their glasses probably won't work for you.
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gimymblert
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« Reply #285 on: August 09, 2017, 06:09:29 AM » |
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What I meant with eye calibration is to have a profile to the wavelength level lol ie like in the Rainbow reconstruction article. No two artist can agree about the right tint of magenta, that might explain why and mayeb it's about where the peak is, ROFL
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gimymblert
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« Reply #286 on: August 09, 2017, 06:17:08 AM » |
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JobLeonard
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« Reply #287 on: August 09, 2017, 11:42:25 PM » |
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What I meant with eye calibration is to have a profile to the wavelength level lol ie like in the Rainbow reconstruction article. No two artist can agree about the right tint of magenta, that might explain why and mayeb it's about where the peak is, ROFL
Yeah I wouldn't be surprised if the mixed "not real" colours (purple and so on) are super-sensitive to even slight distortions, because they rely on multiple cones. I suspect it's kind of like interference, which is also a result of two overlaid patterns that are ultra-sensitive to change - which is why we use it to measure things that need high precision
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oahda
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« Reply #288 on: August 11, 2017, 12:33:23 AM » |
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"Unite 2015 - A coder's guide to spline-based procedural geometry":
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gimymblert
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« Reply #289 on: August 11, 2017, 04:41:18 AM » |
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This one should probably be more in progen but the difference is so tenuous it's semantic lol
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oahda
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« Reply #290 on: August 11, 2017, 04:51:18 AM » |
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Yeah, feel free to repost it there too. p:
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gimymblert
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« Reply #291 on: August 11, 2017, 04:56:39 AM » |
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It's fine, just teasing lol (reposting on progen)
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gimymblert
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« Reply #292 on: August 12, 2017, 04:18:19 PM » |
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oahda
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« Reply #293 on: August 16, 2017, 05:11:16 AM » |
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JobLeonard
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« Reply #294 on: August 16, 2017, 05:39:26 AM » |
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As far as Bethesda is concerned, that is actually pretty elegant. But then again, compared to the train hack in Fallout 3 almost everyting is
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oahda
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« Reply #295 on: August 16, 2017, 06:39:01 AM » |
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Yeah, that's a great one.
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gimymblert
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« Reply #296 on: August 16, 2017, 07:14:48 AM » |
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It's kinda AI but I put it there because it's relying on "visual trick" like where the camera look to play an animation
The Lamb of Columbia | The AI of BioShock Infinite's Elizabeth
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gimymblert
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« Reply #297 on: August 16, 2017, 07:27:07 AM » |
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Behind the Scenes of the Cinematic Dialogues in The Witcher 3: Wild Hunt
That was quite interesting, especially with the current inclusion of timeline, playable and cinemachine within unity. Also many animation can be retargeted in unity to reach the number they are telling.
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gimymblert
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« Reply #298 on: August 26, 2017, 08:48:11 PM » |
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« Last Edit: August 26, 2017, 09:09:02 PM by gimymblert »
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gimymblert
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« Reply #299 on: August 26, 2017, 10:16:30 PM » |
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