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April 23, 2024, 05:57:24 PM

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TIGSource ForumsCommunityDevLogsWeltenformer - Atmospheric Terraforming
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thekosmonaut
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« Reply #20 on: July 18, 2016, 10:42:20 AM »

99' wants its fur shader back  Big Laff

Impressive pace of progress lately, it's always nice to be in a rush to do a lot of stuff and actually accomplish a lot

Is this in Unity?
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somin
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« Reply #21 on: July 18, 2016, 09:20:07 PM »

Smiley yeah, its going pretty well at the moment. I'm not in a rush exactly, but this project fulfills me creatively at the moment. Sadly I'm neglecting some other projects a little. I'll have to find a balance Smiley

Yep, Unity all the way.
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@sominklein      WIP Story Exploration Game      WIP Weltenformer      Done CLIMB
somin
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« Reply #22 on: July 20, 2016, 11:30:39 AM »



this still has lots of issues... but it looks kinda nice x)

still a lot of problems with finding a good formula to add / subtract matter when lava or water is flowing over it. It sort of works that the lava solidifies if it flows into a lake or ocean, so, thats cool Smiley
the lava needs to look way more viscous though, my attempts so far failed on that part, but with a little more tweaking it  should work out i think.
« Last Edit: July 20, 2016, 11:56:05 AM by somin » Logged

@sominklein      WIP Story Exploration Game      WIP Weltenformer      Done CLIMB
Juskelis
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« Reply #23 on: July 20, 2016, 04:07:09 PM »

this is an amazing devlog! Is there anywhere I can look to learn how to do what you're doing?
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somin
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« Reply #24 on: July 21, 2016, 10:25:57 PM »

I just played around with it until I got it running, but i recently found a tutorial that basically does exactly what I did:
http://www.alanzucconi.com/2016/03/02/4539/
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Fuzzy Branch
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« Reply #25 on: July 22, 2016, 10:47:37 AM »

I love this kind of stuff -- thanks for the tutorial link!

Maybe try using the temperature value to drive the color of the lava i.e. white hot to warm red to cool dark-grey.
You could also try generating a normalmap based on the outline of the lava to make it appear more raised-up/embossed? (convert the density gradient to nml direction)

Looking forward to seeing where this goes
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