a connected discard disolvement as opacity/fade. I hope this makes it a bit clearer.
In the future I plan also to do funky things like the support of multiple randomized segments, which can give it a very organic look ^^
4/4
a connected discard disolvement as opacity/fade. I hope this makes it a bit clearer.
In the future I plan also to do funky things like the support of multiple randomized segments, which can give it a very organic look ^^
4/4
Since it uses the line distance (for the end and start) I know where a segment starts and ends in the whole line and can continously animate things like scale or uv scroll over the whole line smoothly. This way it can do the rainbow glow over multiple segments, scale down at the end or use.. 3/4
..multiple pieces which use the exact same mesh but with different instance uniforms for the positions, orientation & line distance to deform them so it looks interconnected.
2. Material: The whole thing uses only one material (pos/orient per instance) and can be rendered as one draw call.. 2/4
Two things working together:
1. Mesh: It uses the GPU vertex shader to create a connected, deformed trail. The passed mesh is actually a pipe aligned to z which is deformed. Multiple small segments (1m) are connected that way. So instead of creating one big deformed mesh on the CPU, it uses.. 1/4
It could be worth trying this with compositor fx.
Nice! Do you think you can use this with chromatic aberation?
Looks very epic! Especially the blend to the blurry version โจ๏ธ
That's so true! I never thought of it. I thought about some friends who did a snake game and now I try to figure out which was first - Tron or Snake - and which copied it ๐
SENF! Thank you :)
In Germany we would call this ๐ญ Wรผrschdle-Tech ^^ but I think LineVFX is also fine ๐
Upcoming feature for v0.6 :) Render-stress-testing with the trail follow mode, GPU mesh deform with rational bezier interpolation and auto orientation
#godot #GodotEngine #vfx #indiedev #indiegamedev #gamedev
Need some juice? ๐๐ฅญ๐๐๐๐ซ๐
One of the main reason why actions in the Rokojori Action Library exist ^^
All actions can be played back and tested directly in the editor ^^
Wrote also a small tutorial about it:
rokojori.com/en/labs/roko...
#godot #GodotEngine #vfx #indiedev #indiegamedev #gamedev
In case you need it. I collected all the tutorials that I found usefull when I switched to Godot...
rokojori.com/en/labs/godo...
Porting to Godot won't be super hard, so I would not care that much. It should give you the confidence to be picky about how Unity acts. When Unity fucks up for you, you have a plan b and you're not trapped. And the Godot community has plenty of ex-Unity that did the transition ^^
I can proudly say I never, not even once, completed it correctly (except as mistake) ^^
I made this as example project ( .Net version plus my library)
rokojori.com/en/labs/roko...
Need something new (but an old technique)?
Rokojori Action Library v0.5 released! ๐ฑ
I created a tutorial for the mesh based FlareVFX and which layers are used - with nice previews ๐
Read more on the blog:
rokojori.com/en/news/blog...
#godot #godotengine #vfx #indiedev #indiegamedev #gamedev
Once upon a time I wrote Flash Developer in my resume ^^
It think the stretch feels a bit like a freeze/hitstop. Maybe a follow through on the ears?
This is bright ๐
Upcoming feature for v0.5! FlareVFX!
Layer based lens-flare with specialized shaders using SDFs/others, fading, chromatic aberation, smooth gpu occlusion tests and much more.
Working now on docs/tutorials ๐
#godot #godotengine #vfx #lensflare #gamedev #indiedev #indiegamedev
I tried to understand what could be done to keep the contrast of the post fx but make it a bit more 3Dish again. I could imagine some screen space depth/normal based shading after the posterization effects, could be interesting. I also don't think that it looks bland w/o. You just have 2 good ones.
Uh wow, really nice! I wanted to know the same, but I wanted to check the doc first. Thanks for sharing!
Today I have to ask for your help if possible, unfortunately we were hit by Vet urgency yesterday while our house income still on standby but hopefully getting better in the upcoming months, but for today every little coin could really give us a hand, thank u โค๏ธ ko-fi.com/aenderlara
Fancy
That is also one approach I want to try, but more for fur with skinned meshes. Or trees. Maybe in 2 or 3 versions ^^
I'm still cautious about this, because I think this would need streaming and spatial sorting/lods ๐
What's your data format, do you use textures for the transforms?
I'm using coverage & noise for this. In my library there's also foliage renderer node, allowing to use different render distances.
Here's the GPUParticles shader:
community.rokojori.com/Rokojori/rok...
And also some more information:
rokojori.com/en/labs/godo...
They publicy released an AI Model (Genie 3) that is able to generate interactive videos/walk simulators with persistent world (for a minute).
A lot of videos are online, where users created copies of big games (zelda, gta, souls etc).
Stadia renamed and now costs 140 bucks/month.
And you can only play unlicensed mods.
#gamedev #gaming #slop
Looks very cool!
Some flair for my flares ๐ฆ
๐ฎ For console platforms... ๐
The effects are all compositor effects included in the Rokojori Action Library
#godot #godotengine #indiedev #indiegamedev #gamedev #vfx #compositoreffects #lensflare #postprocessing
I like it