Category Archive for: ‘Tech’

Displacement mapping integrated into XSI

By using the new features of the DX11 tessellation shader path, we now have displacement mapping integrated through the XSI node graph based material system.

waterline shader

After Henning implemented the vector-to-scalars and the Vector_State->Intersection_Point this stuff is possible. The shader blends some green mushy algea stuff on the lower part of the object so the effect will always be in line with the water on the level no-matter where the the object is placed :-)


I’ve added reflections to the bridge with a super-simple very ugly object. It actually works pretty well and the object can be used for LOD aswell  .. I will now go and watch ‘Der Fürer’ on DR2 :-)

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