maxim , to random
@maxim@mastodon.gamedev.place avatar

I'm not feeling well today, but I have a rule, every day I learn something new in Unreal Engine, so I played with the materials, this is a forest for me, in which I get lost very quickly, but the topic is interesting. My goal is to make energy weapon like in the series Beacon 23

video/mp4

maxim , to random
@maxim@mastodon.gamedev.place avatar

Ok, overcome my laziness, I make a simple material for a very simple liquid in a container. These are two cylinder objects, on one is the glass material, on the other is what I made as a liquid

video/mp4

maxim , to random
@maxim@mastodon.gamedev.place avatar

Classic bottle with liquid. I've always wanted to have such a object in the game for inspection... I don't have enough experience to do it from scratch and I don't want to waste time, so I found a free plugin UTC_LiquidShader for Unreal Engine 5

video/mp4

martincrownover , to random
@martincrownover@mastodon.gamedev.place avatar

Well, the finished animation is a bit too big to upload to Mastodon, but you can watch it here: https://youtube.com/watch?v=CpwvWxD6dHk

I'm probably going to troubleshoot the slow render times, tweak a few other things a bit, and re-render it though.

martincrownover , to random
@martincrownover@mastodon.gamedev.place avatar

More contour lines! 🗺️

I did this while I was breaking apart the lines in the original material into their own segment of the shader, so I could enable/disable them however I like.

martincrownover , to random
@martincrownover@mastodon.gamedev.place avatar
martincrownover , to random
@martincrownover@mastodon.gamedev.place avatar

Topography experiment 🗺️

AgateDragon , to random
@AgateDragon@mastodon.gamedev.place avatar
betalars , to random German
@betalars@chaos.social avatar
bitinn , to random
@bitinn@mastodon.gamedev.place avatar

Hi folks, is trying to decrease alpha clip cutoff value based on view angle a thing?

Without anisotropic filtering I think this might be a good idea to prevent thinner decals from disappearing at grazing angle?

Any drawbacks?

bitinn , to random
@bitinn@mastodon.gamedev.place avatar

Question about performance:

On mobile GPU, Is it sufficient to use an if branch to skip unnecessary discard? Or should I be extra safe and use a shader variant? If I use a branch, is passing a uniform at runtime ok?

froyok , to random
@froyok@mastodon.gamedev.place avatar

I wonder if anybody tried to use FXAA before doing display mapping BUT by still applying and reverting a curve ? 🤔

Aka:
1 - Switch from HDR to SDR
2 - Apply FXAA
3 - Switch back from SDR to HDR
4 - Apply regular post-process stuff

froyok OP ,
@froyok@mastodon.gamedev.place avatar

Been tweaking my lens-flare again for the past few days and now reaching a point where I want to try some kind of anamorphic bloom.

Right now I went with a hack where I modify one of the downsample texture when it is fed for the upsample pass. It is giving me a rough idea of what to expect, but it's not good enough yet (not sharp enough, and some flickering issue to manage still).

Will likely need to do a proper downsample/upsample process too.

A screenshot of my game engine showing a bright white neon behind a pillar emitting a vertical light streak.

froyok OP ,
@froyok@mastodon.gamedev.place avatar

I couldn't stop at two bloom passes, so I added a third one to fake atmospheric scattering.

So... how much humidity do you want in the air ? 😄

It is based on: https://github.com/OCASM/SSMS
(But I'm planning on improving some things.)

Screenshot of my game engine showing a new fog effect that blurs the image based on a distance in a scene with arches and pillars.
Screenshot of my game engine showing a new fog effect that blurs the image based on a distance in a scene with arches and pillars.

froyok OP ,
@froyok@mastodon.gamedev.place avatar

This week I continued with my fog stuff and added local volumes of analytical fog.

It's going to be quite useful to make moody effects in scenes.

So far I got Sphere and Box shape working, but I'm thinking about doing cones (for spotlights) and maybe cylinders (for dirty liquids container or holograms).

Screenshot of my game engine showing the Sponza scene with a beam of light/fog passing through.

froyok OP ,
@froyok@mastodon.gamedev.place avatar

Combined with the screen space fog blur it can give some really neat results:

froyok OP ,
@froyok@mastodon.gamedev.place avatar

Finally !

Weeks (if not even months) or rework and I can finally render cubemaps.

Pretty happy about it, especially since the cubemap generation side of things took less than a day to write. My refactor worked out really well. :)

Video showing a reflective sphere showing the scene around. In the video the fog settings are toggled on/off to show the dynamic update on the sphere.

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