Been ages since I updated this thread, been busy with contract work, but I have a little downtime before I move, so I re-purposed one of my old doodles into a wormhole material function, I liked how they did a similar effect for picking up loot in Fortnite.
Someone had posted a video showing some of the work behind Horizon Zero Dawn’s hologram/ glitch shaders, so I spent a little time today making these glitches, i have a bunch more ideas in my head I wanna try out.
About two years ago, when I was in college I remember watching a GDC demo by one of the Tech Artists from Naughty Dog, showing off this really cool interactive foliage shader, at the time my brain couldn’t even begin to Comprehend how something like that could be made.
Yesterday, I spent about an hour cooking up a simpler version of that shader.
Gosh, been ages since I updated this thread, been busy with work the last couple months. Heres a couple random procedural shader pattern doodles that I’ve been doing in my free time.
Some more doodles. I also recreated Cell noise in UE4 so that I could understand the algorithm better, started playing with some different operations on it to see what I would get… recording compression kills the ones with a higher fractal multipliers.