I think you’re having the high ground ! Stunning.
It looks deep Can you show it without borders?
Thank you all !
Yeah gonna do a screenshot when I’m back home ! Actually, it’s only an outline node multiplied with a mask
EDIT : here is the screenshot without borders !
Tornado 6 is here :]
2D artwork/CD cover this time.
all of the tornados are awesome but the last one kicks ass such a nice artwork <3
Thanks Simon ! I’m glad that you liked
Was busy with Ludum Dare this weekend, I’ll finish my last tornado tomorrow !
I thought it could work on a tornado effect, but I just couldn’t get it to work properly!
Great job as always @Spyro, I’m really glad you could make something so awesome out of the effect! ^^
Thanks ! Yeah I ended up with an inverted taurus for this one, at the beginning I wanted to make something similar to the Astral in the game Allods online : ref 1, ref 2. But it was really hard to visualize without any limits of the meshes in the scene. Maybe I could have tried something procedural with houdini if I had more time
Anyway, your breakdown really helped me out to figure how it was made, and how I could recreate it with nodes (but actually, mine is not optimized, I have like a subgraph made of 50 subgraphs, argh)
Yeah, I’d imagine the repetitions are not too pretty with shader graph ^^"
But I think the result justifies it!
How did you make it so deep? Is it a one noise texture or parallax occlusion?
It’s multiple layers (50) of parallax occlusion
Edit : reworked the post for the judging day (omg) and added tornado 7 ! Finally !
NASA-style artwork here. I love space.
You made some beautiful and diverse tornadoes! I really get a feeling of dread looking at 3 and 7… actual nightmare fuel hahaha.
Thank you for all the breakdowns and links, really insightful stuff
Did yo ever make the breakdown of the parallax shader? It’s insanely cool!
Yeah ! Gonna do it next week. But don’t expect a perfectly working and optimized shader, it has 0 chances to be production efficient haha
Nice job man ! Looks pretty cool Is that vertex offset ?
These kind of scene remembers me the tokamak chambers/particle accelerators; I was quite inspired by that when I did my mesh. Love it !
It’s a combination of vertex offset with a gradient controlling the intensity so the center of the mesh is the most affected zone, and parallax occlusion mapping with a couple noise textures multiplying themselves and panning at a different rate. Also, fresnel.
Glad you liked it!
您好 您这个 是怎么实现的啊 我是个新人 很喜欢这种效果
Hey thanks !
Well, mostly of them are shader-only work, if you are a newcomer I suggest you to begin with the basics of Shadergraph and/or Amplify inside Unity (there are lots of resources to apprehend the basics of these nodal shader editors) , but if you have more advanced questions about one of those effects I’m sure I can help you !