And here they are, implemented in-game:https://twitter.com/Typical_Ent/status/1015776416619585538 …
-
-
এই থ্রেডটি দেখানধন্যবাদ। আপনার সময়রেখাকে আরো ভালো করে তুলতে টুইটার এটিকে ব্যবহার করবে। পূর্বাবস্থায়পূর্বাবস্থায়
-
-
-
When I see things like this I'm like "literally don't know where to begin". It solves a problem creatively. I'm always curious how you built up your skill-set in this area to even know where to begin to take it from imagination to reality in code.
-
I think my best advice would be to screw around a lot. I love just trying random things with the math and watching what happens. Sometimes I'll randomly remember this one effect I had accidentally landed on and it'll be really useful for something.
-
Also, another really helpful I like to do (especially for studying stuff other people did) is isolating things down to small pieces. Stick one piece at a time into the output to actually see what's going on one step at a time.
কথা-বার্তা শেষ
নতুন কথা-বার্তা -
-
-
Nice, though I think your explosions could benefit from a bit of direction control, the smoke should move little more consistently with everything else, like it's all affected by the same breeze
-
Yeah, I definitely agree that's an area that needs more work. Ideally, I'd want the explosion to stay pretty steady and then have the smoke float away more and more as it gets thinner. Thanks for the comment!
কথা-বার্তা শেষ
নতুন কথা-বার্তা -
-
-
Wow, looks really neat! What is your process for creating the rgb-channels? I experimented with this technique and found it super mindbending when trying to handpaint the channels. (:
-
It is weird for sure. I got the shader put together with some very simple initial block ins of what I wanted and then iterated once I could actually see a more final result. Also a lot more finessing I'd like to do there but I'm trying to keep from spending all my time on it.
কথা-বার্তা শেষ
নতুন কথা-বার্তা -
-
-
What is the ratio between the amount of time making the shader and the amount of time you spend making this breakdown
-
Hahah, not great. It took probably twice as long to do the breakdown.
কথা-বার্তা শেষ
নতুন কথা-বার্তা -
-
-
This is seriously cool, incredible work Paul! Do you have any other shader breakdowns? I’d love to check them out
-
I don't have any more yet, though this one was so much fun I'll definitely be doing more in the future.
কথা-বার্তা শেষ
নতুন কথা-বার্তা -
-
-
How you control alpha erosion and translucency by only one red gradient?
-
It's only controlling erosion, and it also uses the alpha channel of the texture like so: texture.a - (1 - vertexColor.r)
কথা-বার্তা শেষ
নতুন কথা-বার্তা -
-
-
Lovely breakdown. Nice to see more examples or remapping gradients over time. Soo many uses for it.
-
Right!? So versatile and so fun to mess around with! I'm planning on swapping the gradient out with some different ones to see what other cool effects I can get.
কথা-বার্তা শেষ
নতুন কথা-বার্তা -
-
-
when you say "add" for the second part, you are actually multiplying the 2 texture right ?
-
So I'm multiplying the blue vertex color with the red texture channel, and then adding that output to the first part. So, both adding and multiplying. I've attached a screenshot of the shader graph:pic.twitter.com/g8AWpVKBU4
-
ah ! and you keep the black value with the min ok that makes more sense thank you !
কথা-বার্তা শেষ
নতুন কথা-বার্তা -
-
-
Saw this post on the facebook group- thank you for this ! And any resources you'd recommend on these methods?
-
Hmmm, I can't think of much offhand. http://80.lv is always great. Digging through https://80.lv/?q=vfx might be a good place to get started, though it might take some searching to find stuff similar to this.
-
Great links all around & I will re-read this post again and again- appreciate it Paul!
কথা-বার্তা শেষ
নতুন কথা-বার্তা -
লোড হতে বেশ কিছুক্ষণ সময় নিচ্ছে।
টুইটার তার ক্ষমতার বাইরে চলে গেছে বা কোনো সাময়িক সমস্যার সম্মুখীন হয়েছে আবার চেষ্টা করুন বা আরও তথ্যের জন্য টুইটারের স্থিতি দেখুন।