Eight Bit Adder Simulation

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Using the new nodal command regions "Rig Clay" to implement toggle buttons which in turn control the materials on procedural objects.
Demo of a simple parallel 8-bit adder circuit.
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Ahaha great, I thought it was some sort of clever render setup for 8-bit pixellation in Modo... But that reminded that we need to talk about NPR graphics in Modo.
Modo really have to update the super clunky seldom useful NPR shader. I think the worst thing about it is that it expects UVs on most of the shaders, and the edge shaders can't respect real edges and introduce rather puzzling blurring lines.
Infact it would make much more sense to build a new one from scratch which:
1. can deal with flat shading super rapidly (now it's even slower then the basic shader because you need to fake it through Luminous Color). 2. can add a standard wireframe shader that can even (!!!) work on deformed surfaces 3. can work without UVs for most of the effects 4. it's not over-complicated 5. can make a good cel-shading effect ala Breath of the Wild with little setup.
Sort of a rant, I know. But what do you think?

arkanoid