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August 03, 2020, 09:37:31 PM

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TIGSource ForumsDeveloperArt (Moderator: JWK5)game art tricks
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gimymblert
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« Reply #540 on: March 02, 2020, 08:51:34 PM »

https://wickedengine.net/2018/01/18/easy-transparent-shadow-maps/
Easy Transparent Shadow Maps
(hack with some limit, I'm interested to project transparent cloth character shadow)
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gimymblert
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« Reply #541 on: March 07, 2020, 06:09:38 PM »

Well I guess I didn't put them, but here are modulo raytracing, smart artist can make cool thing with them with abit of thought:

 modulus space!
https://www.shadertoy.com/view/lly3Rc
https://www.shadertoy.com/view/MlK3zt
https://www.shadertoy.com/view/4tyGDK

https://forum.unity.com/threads/relief-function-shader.549472/#post-3665737

More unresolved stuff just in case someone with math chop help me go beyond teh modulo:
https://forum.unity.com/threads/infinite-parallax-hair-volume-using-wrapping-grid-tracing-attempt.593233/

https://amininima.wordpress.com/2013/05/27/the-laser-gun/

https://puzzling.stackexchange.com/questions/15678/shooting-a-laser-between-two-mirrors
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« Reply #542 on: March 08, 2020, 06:54:19 AM »

gimy you've been a great source of nuanced research I hope when you're ready you'll make it the way you want, so you can take as much time as you want. Stay healthy.
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Feel great.
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« Reply #543 on: March 08, 2020, 07:21:05 AM »

thanks!
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« Reply #544 on: March 19, 2020, 05:41:26 PM »

https://pdfs.semanticscholar.org/682d/7fd5a2516a4bb6340a9893b0493ece1bcd0c.pdf
Plausible Blinn-Phong Reflection of Standard Cube MIP-Maps
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gimymblert
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« Reply #545 on: April 05, 2020, 06:03:47 PM »

https://developer.nvidia.com/gtc/2020/video/s22698
GTC 2020: DLSS - Image Reconstruction for Real-time Rendering with Deep Learning




Minecraft With RTX: Crafting a Real-Time Path-Tracer for Gaming

https://devmesh.intel.com/groups/2863
A Repository for all Intel Technical Content prepared for GDC 2020

https://news.ubisoft.com/en-ca/article/7x4hWTWw36jK8YPoIzIRTu/ubisofts-gdc-2020-talks-online-now
Ubisoft’s GDC 2020 Talks Online Now

http://behindthepixels.io/publications/
Behind the Pixels

https://minionsart.github.io/tutorials/
All Tutorial posts from the Patreon




Shader Coding: Making a starfield - Part 1

https://www.forrestthewoods.com/blog/memory-bandwidth-napkin-math/
Memory Bandwidth Napkin Math

https://medium.com/@bgolus/generating-perfect-normal-maps-for-unity-f929e673fc57
Generating Perfect Normal Maps for Unity (and Other Programs)
And how to tell what’s wrong with your content pipeline.

https://realtimevfx.com/t/simon-trumpler-vfx-sketchbook/4177/35
I had this idea and did a little prototype for a geometric fluid

https://atyuwen.github.io/posts/normal-reconstruction/
Accurate Normal Reconstruction from Depth Buffer

https://indieburg.com/blog/posts/20200110-mip-map-folding
Mip Map Folding
https://twitter.com/IndieBurg_/status/1215734097680580608

https://www.gdcvault.com/browse/gdc-20#page-1
gdc2020
« Last Edit: April 05, 2020, 07:11:57 PM by gimymblert » Logged

gimymblert
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« Reply #546 on: April 23, 2020, 09:15:01 AM »

https://www.evolved-software.com/treeit/treeit
Tree It
Quote
Tree It is an easy to use real time 3D tree generator for the simple creation of your very own 3D tree models for your darkbasic pro and darkgdk apps and games. All model exports are 100% free to use with any engine/projects, whether its darkbasic or ue4.
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gimymblert
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« Reply #547 on: May 02, 2020, 05:43:07 PM »

https://runwayml.com/
Machine learning for creators
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gimymblert
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« Reply #548 on: May 06, 2020, 08:15:09 AM »




Introducing Unity ArtEngine - Unite Now
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« Reply #549 on: May 08, 2020, 06:30:31 AM »

so that's where the art comes from.
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« Reply #550 on: May 09, 2020, 08:00:37 PM »




Matrices - A Visual Explanation
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« Reply #551 on: May 11, 2020, 08:05:19 AM »




Pose Animator -- Awesome SVG Animation Tool (Free & Open Source!!)
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« Reply #552 on: May 12, 2020, 09:40:58 AM »




Creating an Interior Mapping Shader using Unity's Shader Graph - Game Dev Sandbox
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« Reply #553 on: May 14, 2020, 05:56:36 PM »




Final Fantasy 7 Remake - Fur shader in Unity
https://www.youtube.com/channel/UCTR740iIPwfu7Pz_BoCEJ-g/videos
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« Reply #554 on: May 17, 2020, 08:36:24 PM »

https://www.shadertoy.com/view/Ws3XWl
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// Offseting an SDF with FBM produces beautiful results, but breaks
// the metric of the field, resulting often in having to slow down
// the marcher by decresing the step size.
//
// Instead of using noise as basis for the FBM, this shader operates
// by using a smooth but random distance fields as basis for the FBM.
// The field is computer in each cell by placing a sphere of random
// size in each corner and computing the smooth minimum.
//
// The FBM combines multiple copies of this random field with incresing
// frequencies and decreasing size as usual. Since the smooth field is
// a distance bound and the FBM combines the fields with a bounded blend
// operation, the resulting FBM is a bound SDF too, and doesn't need the
// reduction in step size during marching. It also plays nicely with
// shadows and occlusion techniques that are based on distances.

https://www.shadertoy.com/view/3ttGW7
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Articulating and texturing an SDF, which has been traditionally difficult. It's limited to torus shaped joints, but gives a correct SDF and provides solid UVW coordinates. Rigging, modeling and animation is basic/just for testing. Inspired by dr2's work.
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« Reply #555 on: May 18, 2020, 05:15:16 AM »




Change Your Understanding of Topology In Six Minutes
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« Reply #556 on: May 18, 2020, 09:00:12 AM »

https://twitter.com/tsutsujiy/status/1259413742099369985
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The hip joint has been put together for a while, so it's a preview.
 External rotation → Knee up → Outward rotation while raising → Keep knees forward (sitting woman) → The movement of sitting.
 The knees haven't been adjusted yet.
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gimymblert
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« Reply #557 on: May 18, 2020, 04:30:17 PM »

https://therealmjp.github.io/posts/sss-sg/
Approximating Subsurface Scattering With Spherical Gaussians

https://twitter.com/Cyanilux/status/1252298028607774721
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http://Hey all, wanted to share some info about how the shoreline shader is done. (This is a slightly simplified version).




Creating Real-Time Oceans for Call of Duty: WWII | Matt Vitalone | GDC 2018


https://twitter.com/pablodp606/status/1252333766930038788
Quote
This is how I made the skirt of this model by using the Cloth Brush in Blender 2.83 #b3d #devfund

https://polycount.com/discussion/209623/smooth-foliage-like-in-breath-of-the-wild-europa-by-helder-pinto-mini-tutorial
Smooth foliage like in Breath of the Wild / Europa by Helder Pinto - Mini tutorial



https://twitter.com/bgolus/status/1248853898594414592
Quote
Anyone any guesses on how this rotating fabric was done? Note how it drops down off the edge of the sewing machine, and hangs over the edge of the table.

My guess: there's a second mesh above the table, and it's doing UV scrolling/rotating with an alpha-clipped texture.


showcase:

https://80.lv/articles/dordogne-a-new-visual-masterpiece/
Dordogne - A New Visual Masterpiece




https://twitter.com/CynicatPro/status/1226418607141179392

« Last Edit: May 18, 2020, 04:59:24 PM by gimymblert » Logged

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« Reply #558 on: May 18, 2020, 05:00:22 PM »

https://medium.com/@shahriyarshahrabi/custom-shadow-mapping-in-unity-c42a81e1bbf8
Custom Shadow Mapping in Unity




Flat Modeling Anime Hair Tutorial (Blender 2.Cool




Rendering Rainbow Six Siege
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« Reply #559 on: May 18, 2020, 06:13:15 PM »

https://developers.google.com/ar/develop/java/augmented-faces
Augmented Faces
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