Started writing up a breakdown of the tubelights for a friend so I guess I might as well put this thread here too #gamedev #gameart #Houdini #UnrealEnginepic.twitter.com/cBLoAgJHPJ
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Started writing up a breakdown of the tubelights for a friend so I guess I might as well put this thread here too #gamedev #gameart #Houdini #UnrealEnginepic.twitter.com/cBLoAgJHPJ
The light isn't a constant brightness and is controlled by vertex colour which I control with vex. I use facet to remove inline points. The material also isn't unlit so the light can be turned off and still feel like a bulb. #gamedev #gameart #Houdini #UnrealEnginepic.twitter.com/SOhdTwZnza
The bulb also looks physical because I have a layer of glass over the top. The glass is forward rendered with a cubemap input, so it's actually quite cheap (minus overdraw) and looks nice. #gamedev #gameart #Houdini #UnrealEnginepic.twitter.com/2pWMrcGRFb
The steel looks more like brushed steel as I'm using trowbridge-reitz anisotropy (GGX) in my material for a cheap additional specular highlight. #gamedev #gameart #Houdini #UnrealEnginepic.twitter.com/fD2v7XoAKT
I've put the #Houdini file up to look at how I modelled the tubelight asset. It's pretty dirty because I was only concerned with speed, but it is procedural. https://drive.google.com/file/d/1OWuVwnkFqQA-bT1EovcgIOJ8Yt6qlKZk/view?usp=sharing … #gameart #gamedev #UnrealEngine
I want to share the anisotropy functionality, but uhh my function looks like this & there's more in wrapper functions & custom nodes. Maybe some day. #gamedev #gameart #UnrealEngine #shaderspic.twitter.com/5iCkEik54P
Really love it!
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