@monad.boo
Horror's child, afflicted with a crepuscular limerence โจ game dev Posting dev logs of the thalassophobia sim Full Fathom (http://steam.pm/app/2302470) 1/2 of @daemonhouse.bsky.social Working with my pals: @bodorol.bsky.social @balboathegreat.bsky.social
I think I've finally dialed in the new underwater rendering system
Old clip of the feather star I made.
I'm more into Diet Dr Kelp myself
I went into this wanting to do something similar to what ABZU did (rope simulations, one for the stalk and minor ones for the leaves).
In the end I only used one rope, as I managed to find a nice way to simulate individual leaves without needing additional particles.
Made some new optimized kelp, that also looks better.
I don't even know what I'm making anymore
They look better with the lights off
Thanks :)
Fully dynamic based on the current water conditions
Simple caustics
Working on my IRL texturing skills.
My tool also lets you pick your favorite horrible wallpaper.
I've got algae, dirt, and damage painting now. It's crazy how much nicer it is, just to paint on these details.
I made that one power washing game.
It can handle distortion, dirt / tint overlays, and a cheap blur based on the roughness map.
Made a fancy glass shader that works with all my underwater effects.
Thanks :)
Procedural metal sheets
The other shader in question:
This is for a different shader I'm working on, but it's also useful as is, because you could have 4, 16 or 64 triplanar textures in a single material.
Made a triplanar shader that uses a texture atlas
I try to give an accurate look into the process lol
Accidently made procedural bathroom tiles
Ay, thanks. Glad you think so!
My pipe-sthetics are turning out a bit Disney utilidors
I forgot that the bitrate hates my poor fish
The real reason I added a skylight, despite it being a submarine...