BeeForgeStudios made this short 12-step breakdown showing how the painterly shader for Tapestry works. 🎨 See more from them: www.instagram.com/beeforgestud... #gamedev #shader #vfx #indiegame #indiedev
Natanel Apfel
@natapfel.bsky.social
Principal Technical Artist @ Riot Games. Prev Rocksteady & Path of Exile. He/they 🌈⭐
Zelda: Ocarina of Time (Nintendo 64) comparisons between texture and vertex colors only across various different scenes. Heavy outdoor vertex color usage, while very conservative indoors (as opposed to Banjo-Kazooie). #N64
Check out this real-time Ivy growing and branching across the surface, all running on the GPU using Niagara, U5. 🌿 Here's how it works: jettelly.com/blog/real-ti... #unrealengine #vfx #realtimevfx #gamedev #niagara
A little lava flowmap test from yesterdays stream, needs more work but I like where it's going #gamedev
Playing with making an image appear slowly with the values of the RGB #godotEngine
today's work on mysterious desert generator™️ - improved voronoi-based rivers! - smooth out cliffs near rivers (spiky mountains🙅♂️) - grassy textures (vertex paint mask) near rivers - character/camera controller???👀 #madewithunity #gamedev
Love happy accident in 3D 🥹 Randomly just found a way to add details in transition values and shadows!
Nanite Programmable Path seems too costly to consider WPO for the most basic things... Uh, I don't like it. Feels like everything I'm tempted to do as a tech artist is no longer an option. Moving vertices used to be cheap :( So here's a hacky NO-WPO prototype 🧵
Working on a portal effect. It is a modified version of @binbun3d.bsky.social's portal vfx. The "other side" of the portal is just a cubemap texture, as I want to be able to look through the portal from both sides. #GodotEngine #VFX #Shader #GameDev #IndieDev
I've been working on a tool for my godot game to create waterfalls based on the collision of the terrain, still have a lot of refinement to do, + tuning features and additional effects (like base splashes) I'm planning to add to the tool, but I'm already pretty happy with the results its producing!
Lenticular lens shader Lenses are raymarched right now, but I'll try analytical ray intersections later. After getting the refracted direction, I do a ray plane intersection. Calculate the expected ray direction for a given position on the plane under each lens, then raymarch a 3D scene.
Been working on AutoTile for GridMap in godot, and I think it is time to share the result. It works the same as AutoTile in Tilemap 2D, but you don't need to create 256 unique tiles in this case. Check it out here: github.com/damarindra/g... #GodotEngine #gamedev #indiedev
Made a quick utility to auto-generate a rope tightly wrapped around arbitrary geometry. Supports odd shapes and multiple objects. Had the idea for this simple algorithm while taking a walk, and it worked a lot better than expected.🪢 #GodotEngine #gamedev #indiedev
A #vfx experiment I did a while back. #GodotEngine It still makes me thirsty watching it. 🌊🤤🥛
Starting to have a nice little tool here 🚀! It now supports inverting what's inside/outside (see end of the video) to make plateaux or canyons. And also changing the height and the side wall shape and depth! #GodotEngine
[Content Warning: Cartoon Gore] Dynamic wound masking. It was surprisingly trivial to set up. Limiting it to one wound location as I'm using Primitive Mesh Data and it takes up 4 of my 32 total vars. #CherubArt #UE5 #GameDev #Bunny
I've simplified the edge detection, where it now only looks if any surrounding pixels are further in depth. The edge then is darkened depending on how much further it is. This leads to a softer overall look that I like. #ScreenshotSaturday #GodotEngine #GameDev #Shaders