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1366109 Posts in 64009 Topics- by 55894 Members - Latest Member: thomasalex

September 17, 2019, 01:14:50 AM

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TIGSource ForumsDeveloperArt (Moderator: JWK5)game art tricks
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velocirection
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« Reply #500 on: May 24, 2019, 07:49:41 PM »

Aww thank you :3 well, I think in most cases keeping the characters simple looking is a good idea- but well... my game is supposed to be sexy(that art is for an optional day dream sexy scene :x) So keeping things simple isn't ideal.

The good thing is though if my target audience(which is degenerates like myself) likes the characters enough(which I have a good feeling about~) they'll want to draw them and hopefully put their own spin on the design.
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gimymblert
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« Reply #501 on: June 04, 2019, 01:40:08 PM »

http://theorangeduck.com/page/neural-network-ambient-occlusion
Neural Network Ambient Occlusion
https://github.com/keijiro/NNAOTest


https://github.com/nvjob/NVJOB-Water-Shader-simple-and-fast
NVJOB Water Shader - simple and fast.


« Last Edit: June 04, 2019, 04:33:29 PM by gimymblert » Logged

gimymblert
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« Reply #502 on: July 12, 2019, 08:13:18 AM »

http://www.cim.mcgill.ca/~derek/files/DDGI-highres.pdf
Okay ... fast GLOBAL ILLUMINATION made super simple with probe volume ...
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gimymblert
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« Reply #503 on: August 09, 2019, 10:17:02 AM »

https://unitylist.com/p/knx/Crystal-Caustics
Crystal Caustics
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gimymblert
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« Reply #504 on: August 13, 2019, 11:37:33 AM »




Chandana Ekanayake (Outerloop Games): How to raise a baby bird in Unity, use AI to bring it to life
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gimymblert
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« Reply #505 on: August 15, 2019, 02:49:18 PM »

OKAY!

This is actually very useful, very simple, very clear, very praticable




Achieving High-Quality, Low-Cost Skin: An Environment Approach
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gimymblert
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« Reply #506 on: August 23, 2019, 04:22:12 PM »

https://knarkowicz.wordpress.com/2018/01/04/cloth-shading/
Cloth Shading
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gimymblert
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« Reply #507 on: September 04, 2019, 12:23:28 AM »




Learn how to do stylized shading with Shader Graph - SIGGRAPH 2019

https://blogs.unity3d.com/2019/07/31/custom-lighting-in-shader-graph-expanding-your-graphs-in-2019/
Custom Lighting in Shader Graph: Expanding your graphs in 2019
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Prinsessa
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« Reply #508 on: September 13, 2019, 05:42:53 AM »

I might have posted about these two tweets before, but since I just put them to use myself I thought I'd show them in action too…

I've got snow now, both piling up on the ground and falling from the sky:



The snow on the ground works like this:
https://twitter.com/minionsart/status/942792131822915584

And the snow in the air works like this:
https://twitter.com/The_Rabbit42/status/1102637046416449537

All working very well!
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gimymblert
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« Reply #509 on: September 13, 2019, 09:29:56 AM »

You can probably extend the particles easily by sampling a control texture in world space. For example interpreting the sample as height and simply fade the particle below that height to get interior masking, alternatively think shadow map but top down or on direction of the falling direction (gravity + wind) for a dynamic effect (would probably work to mask snow accumulation too) but also writing to a temp accumulation buffer, so that dynamic object don't just remove mass in their "particles shadows" while moving. Similarly would get light or swapping the particles images for different ambience, etc.

Etc... if you think about it, it's similar to light, you have an emitter that cast something onto something, so many of the same trick can apply with some extra flair, for example "shadow masking" that way would also work with rain to find wet and dry area, but also ambient occlusion to fills crevices, ambient to "wrap" effect around to avoid sharp transitions, etc.
« Last Edit: September 13, 2019, 09:36:59 AM by gimymblert » Logged

Prinsessa
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« Reply #510 on: September 13, 2019, 12:30:00 PM »

For sure! I've thought along those lines too, and I imagine many games must be doing something similar. Possible for this particular game that I might just do something less dynamic and place occlusion boxes by hand in each house and do some maths since the game world is so small and static anyway. We'll see!
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