#shaders — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #shaders, aggregated by home.social.
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Let me remind you that a lot of the interesting stuff I show here, I backup there. So come on over to my secret place of game dev examples. Give me a gift, subscribe, dream of getting 1k by the end of the year #gamedev #indiedev #shaders #UnrealEngine
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Let me remind you that a lot of the interesting stuff I show here, I backup there. So come on over to my secret place of game dev examples. Give me a gift, subscribe, dream of getting 1k by the end of the year #gamedev #indiedev #shaders #UnrealEngine
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Friday game dev, new day, new coffee, new tasks, but the constant is the awakening of your and my brain thanks to my examples in Unreal Engine. Right? Found this experiment with nodes in the archive. Don't blink and check on me every day here and in my secret place:
https://www.youtube.com/@alienmax-repository
#gamedev #UnrealEngine #UE5 #indiedev #followfriday #programming #shaders #coding
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Friday game dev, new day, new coffee, new tasks, but the constant is the awakening of your and my brain thanks to my examples in Unreal Engine. Right? Found this experiment with nodes in the archive. Don't blink and check on me every day here and in my secret place:
https://www.youtube.com/@alienmax-repository
#gamedev #UnrealEngine #UE5 #indiedev #followfriday #programming #shaders #coding
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Animating the gravity lets us see the structures grow and collapse. Here the gravity varies from -0.155 to -0.125. The image scales based on the gravity amount so it stays approximately the same size.
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Animating the gravity lets us see the structures grow and collapse. Here the gravity varies from -0.155 to -0.125. The image scales based on the gravity amount so it stays approximately the same size.
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And, in contrast, stronger gravity keeps the particles closer to the origin where they have fewer paths and so form more distinct structures. Too strong, though, and they collapse into simple circles or points. Here is -0.15.
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And, in contrast, stronger gravity keeps the particles closer to the origin where they have fewer paths and so form more distinct structures. Too strong, though, and they collapse into simple circles or points. Here is -0.15.
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The -0.13 * P acts like gravity keeping the particles near the origin. If we weaken it, the particles can move further through the gyroid giving them more branches to take. This can create more interesting structures on the surface, but also more noise in the middle. At -0.12, we get little mushroom caps.
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The -0.13 * P acts like gravity keeping the particles near the origin. If we weaken it, the particles can move further through the gyroid giving them more branches to take. This can create more interesting structures on the surface, but also more noise in the middle. At -0.12, we get little mushroom caps.
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Gyroid flow
P += vec3(
sin(P.y)*cos(P.z),
sin(P.z)*cos(P.x),
sin(P.x)*cos(P.y) ) - 0.13 * P -
Gyroid flow
P += vec3(
sin(P.y)*cos(P.z),
sin(P.z)*cos(P.x),
sin(P.x)*cos(P.y) ) - 0.13 * P -
I think mathematical sequence of changes is one of the simple brain trainings. So, let's continue the tradition with Unreal Engine. I created a jumping UV. For example, for the dust effect without Niagara or the power of fire vfx
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I think mathematical sequence of changes is one of the simple brain trainings. So, let's continue the tradition with Unreal Engine. I created a jumping UV. For example, for the dust effect without Niagara or the power of fire vfx
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Hello Earthlings. Monday is a tough day, but for indie game devs it's a normal day. As is tradition, I'm giving you some brain exercises with Unreal Engine. Alternative textures, falling gradient. I'm thinking about of sand or dust vfx without Niagara
Don't forget to follow my example
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Hello Earthlings. Monday is a tough day, but for indie game devs it's a normal day. As is tradition, I'm giving you some brain exercises with Unreal Engine. Alternative textures, falling gradient. I'm thinking about of sand or dust vfx without Niagara
Don't forget to follow my example
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Hello, everyone! Let's create an effect that resembles boiling lava viewed from above, which can be useful for various top-down games. It's also a great demonstration of using four-dimensional noise and slicing it into three-dimensional layers, resulting in the characteristic flowing lava animation. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=95GQX3gms8o -
Hello, everyone! Let's create an effect that resembles boiling lava viewed from above, which can be useful for various top-down games. It's also a great demonstration of using four-dimensional noise and slicing it into three-dimensional layers, resulting in the characteristic flowing lava animation. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=95GQX3gms8o -
It’s the renderer out of my visualizer, released on its own so it can go under other people’s panel projects. MIT, a .deb per arch. https://github.com/holofermes/ghee Drivers for @adafruit ST7789 and SSD1306 panels.
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Hello, everyone! For the third time, we'll be working with a shader based on a line graph with many vertices. This time, we'll program an effect that loosely resembles a seismograph or another instrument with a similar display. It's a fairly simple algorithm and, as usual, comes with plenty of parameters to customize its appearance. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=pvZqwv9pMGs -
Hello, everyone! For the third time, we'll be working with a shader based on a line graph with many vertices. This time, we'll program an effect that loosely resembles a seismograph or another instrument with a similar display. It's a fairly simple algorithm and, as usual, comes with plenty of parameters to customize its appearance. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=pvZqwv9pMGs -
Getting ready for a local show next week! We're exhibiting Noisedeck.app and maybe another thing or four at https://spoonsdenver.com
Visitors to our table can try Noise Factor's apps, grab some snacks, and loot a limited-supply indoctrination pack with cool algorithmic art posters and rolled canvas.
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Getting ready for a local show next week! We're exhibiting Noisedeck.app and maybe another thing or four at https://spoonsdenver.com
Visitors to our table can try Noise Factor's apps, grab some snacks, and loot a limited-supply indoctrination pack with cool algorithmic art posters and rolled canvas.
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Today I was supposed to fix two bugs, prep for a meeting and implement a feature. I picked a side project instead. metaballs, made the field sparse, and now there's a stickman in there. Nobody asked for this
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"Silent Hill" (1999) is king where it comes to dithering, and the colour banding is terrible with dithering disabled.
My shader preset is almost powerless against Silent Hill, but it does make it every so slightly better. 🔍
https://github.com/carlosefr/retroarch-shaders/blob/main/crt-tv-psx-adaptive.glslp
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"Silent Hill" (1999) is king where it comes to dithering, and the colour banding is terrible with dithering disabled.
My shader preset is almost powerless against Silent Hill, but it does make it every so slightly better. 🔍
https://github.com/carlosefr/retroarch-shaders/blob/main/crt-tv-psx-adaptive.glslp
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One might think that blurring the image (horizontally) might help. And it does disguise dither patterns a bit, but it also blurs everything else. ☹️
My current solution is to skip the blurring above a certain contrast (luma) between adjacent pixels. This adaptive blurring is very subtle, but surprisingly effective. 🙂
I guess, because the patterns tend to stay mostly fixed as objects move, even the slightest mitigation helps the brain tune them out. 🧵
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One might think that blurring the image (horizontally) might help. And it does disguise dither patterns a bit, but it also blurs everything else. ☹️
My current solution is to skip the blurring above a certain contrast (luma) between adjacent pixels. This adaptive blurring is very subtle, but surprisingly effective. 🙂
I guess, because the patterns tend to stay mostly fixed as objects move, even the slightest mitigation helps the brain tune them out. 🧵
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Hello, everyone! In the previous video, we created a simulation of an electrical discharge using a line with multiple segments. This time, we'll stick with a similar concept, although we'll approach it a bit differently. We'll create something like an ECG monitor that displays the characteristic heartbeat waveform. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=GgG8RxXT5v4 -
Hello, everyone! In the previous video, we created a simulation of an electrical discharge using a line with multiple segments. This time, we'll stick with a similar concept, although we'll approach it a bit differently. We'll create something like an ECG monitor that displays the characteristic heartbeat waveform. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=GgG8RxXT5v4 -
Dropping a fresh link to Layers, our nice and free non-destructive layer-based image and video clip editor. Layers has been continuously updated since release, and recently brought in a big batch of artistic filters.
So squirrel Layers away in your bookmark stash, for the next time you need to make a quick image edit without ads and bullshit everywhere!
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Dropping a fresh link to Layers, our nice and free non-destructive layer-based image and video clip editor. Layers has been continuously updated since release, and recently brought in a big batch of artistic filters.
So squirrel Layers away in your bookmark stash, for the next time you need to make a quick image edit without ads and bullshit everywhere!
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Animated candle flame made in #MaterialMaker
This could be put on a plane above a candle model and used in a game.
https://www.materialmaker.org/material?id=1840
https://www.materialmaker.org/material?id=1841
It's probably too complicated to be very efficient, but hey! It looks gorgeous!
You could always bake a flipbook from it!
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Animated candle flame made in #MaterialMaker
This could be put on a plane above a candle model and used in a game.
https://www.materialmaker.org/material?id=1840
https://www.materialmaker.org/material?id=1841
It's probably too complicated to be very efficient, but hey! It looks gorgeous!
You could always bake a flipbook from it!
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Holes in walls with real depth done using stencil buffer in #Godot 4.7.1.
The only problem is walls cast shadows into the holes, so you have to change shadow bias, sacrificing contact shadows.
This maybe could be fixed if the shadow casing could be reversed, but I coulkdn't figure that out just yet.
Still - this might be a decent alternative to using parallax-occlusion-mapping on planes or decals, as it does not suffer from aliasing.
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Holes in walls with real depth done using stencil buffer in #Godot 4.7.1.
The only problem is walls cast shadows into the holes, so you have to change shadow bias, sacrificing contact shadows.
This maybe could be fixed if the shadow casing could be reversed, but I coulkdn't figure that out just yet.
Still - this might be a decent alternative to using parallax-occlusion-mapping on planes or decals, as it does not suffer from aliasing.