Monthly Archives: February 2014

UDK – Screen Space Fresnel Reflections

Screen Space Fresnel Reflection was an idea I have played for a long time; why not use the rendered scene as a basis of reflection? I’ve had various forms of the material up and running in different forms over the … Continue reading

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Screen Space Local Reflections

Local reflection in the screenspace. This is a minimal example, it can be extended, for example to make a mask of the intensity of reflections, blur, antialising, etc. Pros: does not require the creation of additional cameras. You can use … Continue reading

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Exlusive Witcher 3 Engine tech demo

E3 2013: Witcher 3 Nvidia Effects Wulf’s fur effect is amazing!

Posted in Realtime Graphics | Leave a comment