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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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oahda
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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

oahda
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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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gimymblert
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« Reply #511 on: September 20, 2019, 05:12:28 PM »

I'll mostly keep writing these addendum to give onlooker ideas and to documents them lol :D

I didn't thought of occlusion box because I forgot about doing particles the old way lol, as a list of object updated by a function lol. It make more sense there than reading a world align texture.

I now planned all my particles inside a single mesh using stateless function updated over time, don't work for all particle type though. Position of volume is passed through uniform and we mod against the range around the position.

In fact I'm trying to port that idea for terrain too (to avoid floating precision ranges at a distance), ie all terrain are just the same mesh updated in vertex shader and moved around, grass' billboard too, select the grass/object type based on reading a biome texture and swapping the uv in an atlas, jitter the grass based on a custom gpu noise... which allow me to plug this:

https://www.shadertoy.com/view/4djSRW
Hash without Sine    
A Hash function that is the same on all systems and doesn't rely on trig functions. New hash on the left, sine hash function on the right. It appears to be the same efficiency, but I suppose that depends on the hardware.

other thing I want to explore using similar idea (passing data in the vertex color):
- procedural sincos animation on the gpu (character walking)
- noise base terrain height displacement
- two bone IK
-> accumulating them into character animation adjusting their feet with gpu ik on gpu noise height

I already have tested procedural sincos animation on the cpu, my plan is to pass pivot as vertex color, and sincos phase as uniform. It's bit like wind shader for tree extended to character. Great for ambient scene with lots of character.

Shader are indistinct from magic now.

I'll shared code later
« Last Edit: September 20, 2019, 05:22:00 PM by gimymblert » Logged

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« Reply #512 on: September 22, 2019, 08:49:42 PM »

https://roystan.net/articles/toon-shader.html
Toon Shader



https://mtnphil.wordpress.com/2011/10/18/wind-animations-for-vegetation/
Wind animations for vegetation



https://docs.unity3d.com/Packages/[email protected]/manual/index.html
About the Universal Render Pipeline

https://docs.unity3d.com/Packages/[email protected]/manual/index.html
High Definition Render Pipeline overview


https://docs.unity3d.com/Packages/[email protected]/manual/Getting-Started.html
Getting Started with Shader Graph

https://www.khronos.org/opengles/sdk/docs/reference_cards/OpenGL-ES-2_0-Reference-card.pdf
OpenGL ES 2.0 API Quick Reference Card
« Last Edit: September 23, 2019, 11:53:27 AM by gimymblert » Logged

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« Reply #513 on: September 30, 2019, 06:37:44 PM »

Twitter selection

edge break up
https://twitter.com/HarryAlisavakis/status/1153256072850882560
Quote
concept is this:
-Multiple passes where in each pass the vertices get more and more extruded along their normal vector (by a small amount)
-Clipping using a noise texture that's offset in each pass
-Offsetting the noise texture by floor(time) * 0.1 to get the stepped transition
-Apply the same coloring/lighting process to all the passes
http://de-giovi.squarespace.com/blog/2015/4/26/morphscape-recap

https://twitter.com/Ed_dV/status/1114857116941017088

fluid
https://twitter.com/itsKristinSrsly/status/1153239755905220608




Pcg growing plants
https://twitter.com/Cyanilux/status/1152903868507967489


MinionsART facial animation
https://twitter.com/minionsart/status/1150140453955801093
https://www.patreon.com/posts/facial-and-eye-28252090

edge detection with unity's srp
https://alexanderameye.github.io/edgedetection

Interactive map displacement
https://www.alanzucconi.com/2019/07/03/interactive-map-01/

Blast
https://twitter.com/PiaoEffect_cn/status/1142043379104014336

https://80.lv/articles/crafting-a-kamehameha-like-vfx-001agt/

minionsArt stylized sky
https://www.patreon.com/posts/making-stylized-27402644

Magic fire
https://80.lv/articles/breakdown-magic-fire-effect-in-unity/

Force field
https://twitter.com/Cyanilux/status/1162321274007367680
https://cyangamedev.wordpress.com/2019/09/04/forcefield-shader-breakdown/

MinionsArt eye shader
https://twitter.com/minionsart/status/1161360408327983104
https://www.patreon.com/posts/quick-game-art-29141036

Depth messing
https://twitter.com/zazamorga/status/1159006142581891072
https://forum.unity.com/threads/what-does-unity-exactly-do-when-we-modify-z-buffer-value-using-sv_depth.526406/

MinionsArt interactive water
https://www.patreon.com/posts/24192529

Bending grass
https://drive.google.com/file/d/1E_vjNknY1w4dnMadBQsZfh86-J4jd5O0/view

cheap water reflection
https://twitter.com/FreyaHolmer/status/1155253114510835712
Quote
• Mirror the mesh across the water plane
• Clip any fragments above the water
• Calculate the view vector
• Set opacity to (1-viewVec.y)^5 to fake a fresnel effect
Quirk #1: The mesh has to ignore the Z buffer in order to render "on top" of things, which means we have to make sure it only renders on the water, and not in front of literally everything

Solved this by making a stencil mask with the water, and only rendering reflections there

Quirk #2: The mesh has to be transparent, and can't write nor read the depth buffer, which means backfaces will shine through. So it basically only works on convex meshes. This might not be an issue in our use case though

Quirk #3: Reflections blend on top of each other, instead of occluding (this can be seen happening on the right side in the animation above)

This one is trickier, but I think I miiight be able to use some stencil hackery for this one too, assuming render order will cooperate


Animation with vertex data
https://twitter.com/zazamorga/status/1175644793726210048
Quote
Messing with pivot baking in uv space

Was surprised to see that blender already have the tools to do this built in (a little hidden tho, I'll definitely try to make an addon for this)
Just go to the templates and select the "Operator Mesh UV"

then bake the first uv as it is, and the second using local coord xz instead of xy

you need to change to the unity coord system tho, in this case I did it like this:
o.pivot = float3(-v.uv0.x, v.uv1.y, -v.uv0.y);

Cloud effect
https://twitter.com/Cyanilux/status/1172472087673393152
https://cyangamedev.wordpress.com/2019/09/25/cloud-shader-breakdown/

https://twitter.com/aStrkl/status/1168257605879382019
https://astroukoff.blogspot.com/2019/09/clouds-shader-breakdown.html

MinionsArt parallax
https://www.patreon.com/posts/playing-with-29753575

water surface
https://twitter.com/zazamorga/status/1169620797129994240
https://twitter.com/zazamorga/status/1168403320119189505

bake bent cone normal in unity
https://github.com/Fewes/BNAO



showcase
https://twitter.com/octocurio/status/1153643497980928000
https://twitter.com/adamshmamshon/status/1134857160867946496
https://twitter.com/klemen_lozar/status/1162898878087090177
https://twitter.com/ziyangwen/status/1160854312974577666
https://twitter.com/Weaver_Dev/status/1159362598925524992
https://twitter.com/HarryAlisavakis/status/1156503356543766528

artist
https://twitter.com/CharlesCoxArt
https://twitter.com/Ed_dV
https://twitter.com/kolyaTQ
https://twitter.com/matkovskid
https://twitter.com/minionsart
https://twitter.com/Cyanilux
https://twitter.com/StoneStoryRPG
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gimymblert
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« Reply #514 on: October 02, 2019, 01:35:31 AM »


Developing and optimizing a procedural game | The Elder Scrolls Blades - Unite Copenhagen


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gimymblert
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« Reply #515 on: October 10, 2019, 02:59:08 PM »

https://forums.tigsource.com/index.php?topic=67068.0
The surprising technique of Zelda, breath of the wilds, terrain blending
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gimymblert
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« Reply #516 on: October 20, 2019, 07:17:53 AM »

water color shader
https://www.bruteforce-games.com/post/watercolor-shader-devblog-13
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« Reply #517 on: October 20, 2019, 09:52:21 AM »

Saw that on the LD blog since I did LD too! Really cool. Gonna read later and see if I can steal an idea or two for mine. Ninja
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« Reply #518 on: October 20, 2019, 10:28:36 AM »

Soon there will be no difference between 2D and 3D and I shall rule on shaderverse forever, mwhahahahaha

meanwhile, rtx unlocks are starting to surface:



Quote
Here i have loaded the points into an RTX Accl structure, around 6 million points. On my 2080 RTX i hardly drops below 1000 fps!
The point model was made by John Greenstone https://sketchfab.com/johngreenstone.
https://twitter.com/trierman/status/1182578373727608832
Quote
RTX in vulkan is pretty fast. I am hacking the Rtx accl system to show other primitives than triangles. A quick test using a point/sphere intersection shader.
This model contains around 6 million points and runs at 1000 fps.
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gimymblert
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« Reply #519 on: October 20, 2019, 04:15:32 PM »

https://neginfinity.bitbucket.io/2016/03/raytraced-primitives-in-unity3d-sphere.html#raytraced-primitives-in-unity3d-sphere
"Raytraced primitives in unity3d: sphere"
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