You are just crazy!!! I like you psychedelic / disco shaders :D!!!
Some early R&D on something I’m hoping to use to make placeable Whirlpools for an Ocean Shader.
Thanks man! Love your stuff too, I jsut stalked your BaamBaamBoom Thread
Is this Volumetric/Raymarching or just Tesselated mesh?
Mesh that Tesselates based on distance to the camera.
Looks really nice and smooth, one more question =)
How do you handle normal reconstruction? Usually, when doing vertex offset in a shader you need to reconstruct your normals, there are several ways to do it but I didn’t manage to find a perfect solution.
I still need to figure out accurate normal reconstruction, at the moment I’m using a temporary hack to fake normals, I haven’t worked on this in a while so I can’t remember exactly what I did, i can dig up the file when I get home.
Reworked the Crystal Ball shader a bit this evening, I think it feels more grounded without the weird edge glow, I think the subtlety also works better.
This is my temporary hack, N= (Heightfield * vec3(0.5,0.0,0.0) + vec3(0,0,1));
Wont work with more complex deformations, also only works along one axis, so only on planes.
Been re-watching the Clone Wars animated show lately, so here’s a wip of a Star wars Style Hologram Shader.
sexy! is the scanline pattern world-space mapped? i see that it deforms with the cylindrical geometry but it doesnt look like mapped on the cylinder in a traditional way …
sexy! is the scanline pattern world-space mapped? i see that it deforms with the cylindrical geometry but it doesnt look like mapped on the cylinder in a traditional way …
Thanks. I did try Mapping it to world position, but in the end I went with ScreenSpace, I felt it worked better for a Hologram Feel. Also in the clone wars, the bars definitely look like they are mapped in screen space.
Doodle from last night, another hologram type thingy, with some parameters to control appearance a little
Finally got down to updating my blog, added a breakdown of my glitch shader Here for anyone interested.
Better late than never I guess, my submission for the #RealTimeVFX. Definitely need to rework the timing curves, but meh…
Fun Fact, this actually doesn’t use any vector fields or particle simulation, the blue glowy dots, are animated using curl noise in the shader.
When you move it around it almost looks like the simulation is cached in world space
I’ve added another breakdown, it’s a star wars inspired Hologram Shader and BP System, you can find it Here
Finally finished up writing about my rainy surface function, Ironically now i’m going to redo the whole thing as a post process material, since that’s much more convenient to use DeepSpaceBanana Art - Art
That rain looks rad! question what is a post process material?
Whoo! If you mixed it up with bright drips emitters at he edges of the shelter it would sell it completely. Great work!