Havent updated this is a while... I've still been cranking away at Friktal.
Since last update... added so damn much not sure what all to share... so I'll just go w the newest. I've been deep diving into the raymarcher engine we created to see what all I can figure out... happy to say all the hair pulling time has paid off. Friktal now has:
Textured raymarched surfaces including 3d surfacing, full PBR materials... I know.. yeah unity's standard shader does that stuff but a raymarcher cant use any of that. All roll your own here to make this work. Detail mapping and normals, emission mapping including shadow/dark emission that fades when light hits the surface. realtime shadows... self-shadows of fractal geometry. shader driven lighting/lenz flaring. God rays... and few other snazzy visual features. The audio processing engine that drives Friktal's fractal worlds has been overhauled several times and the cymatic effects are pretty spot on now. Inch closer to release.
screenshots of 3d surfacing/lighting/shadows/etc.
detail mapping w blended normals
Edge/Rim highlighting of both base fractal surface and/or texture normals. great for hologram-matrix mode effects
Kaleidoscopic mirroring -- realtime divide from top-bottom all the way to 32 divisions
Godrays light smearing of over-glow specular areas:
Texture tile hiding/masking... implementation from a super clever white paper I read:
https://www.youtube.com/watch?v=PUKTWD5kSRM&feature=youtu.beIn-game single key GIF capture:
Realtime volumetric clouds that flow billow and flow to the music:
Fairly recent dev stream playing w the 3d surfacing.. see how the worlds morph and move:
https://youtu.be/buo_lKVZ_0U?t=2501misc: