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#technicalart — Public Fediverse posts

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  1. Animated candle flame made in #MaterialMaker

    This could be put on a plane above a candle model and used in a game.

    materialmaker.org/material?id=

    materialmaker.org/material?id=

    It's probably too complicated to be very efficient, but hey! It looks gorgeous!

    You could always bake a flipbook from it!

    #TechnicalArt #GameArt #Shaders

  2. Animated candle flame made in #MaterialMaker

    This could be put on a plane above a candle model and used in a game.

    materialmaker.org/material?id=

    materialmaker.org/material?id=

    It's probably too complicated to be very efficient, but hey! It looks gorgeous!

    You could always bake a flipbook from it!

    #TechnicalArt #GameArt #Shaders

  3. 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.

    #TechnicalArt #TechArt #GameArt #Shaders #Rendering

  4. 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.

    #TechnicalArt #TechArt #GameArt #Shaders #Rendering

  5. Progress with the Liblast Ubershader.
    Added wear, dirt and dust effects.
    Added detail material, working on normal map mixing (argh!).
    #gameArt #3D #SciFi #Godot #GodotEngine #Robot #TechnicalArt #Shaders #Grunge

  6. Progress with the Liblast Ubershader.
    Added wear, dirt and dust effects.
    Added detail material, working on normal map mixing (argh!).
    #gameArt #3D #SciFi #Godot #GodotEngine #Robot #TechnicalArt #Shaders #Grunge

  7. Digging through scripts, going ooh this looks like a cool system, looking at the source and then immediately doing the True Detective cigarette meme

    #TechArt #TechnicalArt #GameDev

  8. Digging through scripts, going ooh this looks like a cool system, looking at the source and then immediately doing the True Detective cigarette meme

    #TechArt #TechnicalArt #GameDev

  9. I rewrote a function, thought it seemed slower than my previous iteration, benchmarked both and went oh. 60 seconds on the old version, 26 on the new version. It's just eating through a chunky bunch of data lol.
    #TechnicalArt #TechArt #GameDev

  10. I rewrote a function, thought it seemed slower than my previous iteration, benchmarked both and went oh. 60 seconds on the old version, 26 on the new version. It's just eating through a chunky bunch of data lol.
    #TechnicalArt #TechArt #GameDev

  11. I love diving deep enough into Google results that you find forum posts about prototyping Maxscript UIs with flash movies, just top tier wtf did they have to do with the technology they had
    #TechnicalArt

  12. I love diving deep enough into Google results that you find forum posts about prototyping Maxscript UIs with flash movies, just top tier wtf did they have to do with the technology they had
    #TechnicalArt

  13. If you push UE5's Lumen into the lowest possible spec, with limited draw distance or intensity, you get a really fascinating kind of light?

    Reminds me of rain.

    #Shader #TechnicalArt #UnrealEngine #UE5

  14. If you push UE5's Lumen into the lowest possible spec, with limited draw distance or intensity, you get a really fascinating kind of light?

    Reminds me of rain.

    #Shader #TechnicalArt #UnrealEngine #UE5

  15. Not at my regular computer at the moment, but trying to wrap my head around some Shader logic.

    Using Godot4
    I want it so that I can pass in an array of textures and an array of heightmaps. It works out what texture to use based on ripping the values out of the UV2 value, and blends them based on values in the Vertex Color. It works out it's UV based on world position; choosing and blending over the plane of it's choice.

    Struggling with the bits in highlighter

    #shader #glsl #godot4 #godotengine #technicalart

  16. Not at my regular computer at the moment, but trying to wrap my head around some Shader logic.

    Using Godot4
    I want it so that I can pass in an array of textures and an array of heightmaps. It works out what texture to use based on ripping the values out of the UV2 value, and blends them based on values in the Vertex Color. It works out it's UV based on world position; choosing and blending over the plane of it's choice.

    Struggling with the bits in highlighter

    #shader #glsl #godot4 #godotengine #technicalart

  17. I finally found the time to write a tutorial on how to implement this hexagonal tiling material:
    artstation.com/blogs/haukethie
    The two most interesting aspects that I haven't seen described anywhere else:
    - use of dithered UVs instead of sampling textures multiple times
    - stepped offsets instead of rotation for grid-like surfaces like brick walls, etc.

    #gamedev #Unreal #shader #TechnicalArt

  18. I finally found the time to write a tutorial on how to implement this hexagonal tiling material:
    artstation.com/blogs/haukethie
    The two most interesting aspects that I haven't seen described anywhere else:
    - use of dithered UVs instead of sampling textures multiple times
    - stepped offsets instead of rotation for grid-like surfaces like brick walls, etc.

    #gamedev #Unreal #shader #TechnicalArt