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JobLeonard
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« Reply #300 on: November 01, 2020, 12:18:17 AM »

28

Tree

More graphics! Had some fun today figuring out stylised foliage.





And a GIF this time Smiley No wind in the leaves yet!



Kiss Kiss Kiss Kiss

Quote
Had some fun today figuring out stylised foliage.
Can you tell a bit more about how that went? The results look amazing!
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Schrompf
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« Reply #301 on: November 01, 2020, 12:24:36 AM »

Nice. The colours are beautiful. All your things have a slight noise silhouette, I guess it's a side effect of the WaterColour shader. Doesn't bother me, though.
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JobLeonard
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« Reply #302 on: November 01, 2020, 12:33:31 AM »

I mean, that's what watercolors do on physical watercolor paper as well so that fits, no?
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oahda
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« Reply #303 on: November 01, 2020, 06:07:19 AM »

Thank you two! Yeah, it's an intentional part of the shader. c:

Can you tell a bit more about how that went?

Sure!

I started by just throwing together a rough shape and then turned it into a particle system that generated a bunch of triangles to fill out this volume:



I kept the triangles and got rid of the original mesh. In game that would look like this (rendering both sides of each triangle):



Next step was to make a cutout to leave only a circle (UV-mapped the triangle in a way that made this very simple):



Like so (the origin of each triangle was also set to the middle of this circle so that the particles would spawn nicely):



The normals were all over the place at this point so the lighting looked off. Instead of using the real normals, I just used the direction from the middle of the crown towards the triangle, resulting in lighting basically as if it were just a smooth spherical shape:



The crown had also been set not to receive shadows as the lighting itself provided enough contrast for my tastes. Smiley Finally I did another cutout step using a cloudy texture to get the leafy look:



And of course the texture itself (which is just a tiling blend of the colours you see painted with watercolour brushes in GIMP) is sort of spread out across the crown as if it were one contiguous object, rather than using the individual texture coordinates of each triangle~

As for the workflow, this time I actually "wrote" the shader in Blender first (using nodes) so that I knew basically what to do once it was time to write the actual shader code for the game. Have almost never done that, so that was fun (looks a bit different here because I did the fine-tuning in the game shader)!



Hope that was interesting! Grin
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TwistingYarn
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« Reply #304 on: November 01, 2020, 08:55:34 AM »

Looking goooood!  Grin
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muki
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« Reply #305 on: November 01, 2020, 08:57:15 AM »

Sphererizing  normals looks so good!
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oahda
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« Reply #306 on: November 01, 2020, 09:48:50 AM »

Thanks! It's a fun technique, yeah!
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« Reply #307 on: November 01, 2020, 10:39:13 AM »

This watercolour shader looks amazing! Love the colours as well, excited to see more!  Kiss
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oahda
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« Reply #308 on: November 01, 2020, 11:13:43 AM »

Thank you so much! Hope to keep having more to show. Cheesy

I do have one tiny update right now, which is a bit of wind blowing through the leaves since I already had the code lying around from the last time I made a tree:



No specific wind direction in mind right now, won't worry about that until I get to waving flags and clothes and stuff, but I do have an idea… Gomez
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JobLeonard
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« Reply #309 on: November 01, 2020, 12:42:55 PM »

Thanks for the write-up, very nice technique!

I guess the wind is done with a geometry shader that moves the entire triangles? As it is it kind of breaks the illusion of having many leaves for me because the movement groups them back into one blob again
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oahda
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« Reply #310 on: November 01, 2020, 12:49:46 PM »

Thank you! Yeah, it’s in the vertex shader, nudging the points a tad. I figured maybe the blobs could be seen as branches with leaves together but maybe I can add some per-pixel movement based on the cloudy mask in the fragment shader as well, I’ll try that the next time I’m working on the game! And glad you liked the breakdown. Coffee
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vdapps
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« Reply #311 on: November 01, 2020, 12:58:37 PM »

Cool, your description of technique was very interesting. Gentleman

Resulting tree with a bit of wind looks great. I'm kinda starting to like your small village. It's far from done but it has already a lot of charm. Smiley
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oahda
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« Reply #312 on: November 02, 2020, 04:56:16 AM »

Thank you! c: The place does start to feel a bit more real with every addition. Gomez

Also I tried the per-pixel leaf movement today but it was a bit tricky. I have an idea but I'm too lazy to try it out right now and want to do something else for the time being, so we'll see when I get on that~
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« Reply #313 on: November 02, 2020, 09:15:13 AM »

Ohhh wow the tree and that GIF with the falling snow are really bringing things to life! Very nice work!
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ProgramGamer
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« Reply #314 on: November 02, 2020, 09:45:20 AM »

Beau-tree-ful!
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oahda
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« Reply #315 on: November 03, 2020, 09:32:00 AM »

Thank you two! Kiss
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oahda
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« Reply #316 on: November 03, 2020, 09:37:39 AM »

29

Sky

Got rid of the clouds and the sun for the last few pictures as the old graphics didn't really jive with the new shader and stuff, but now I've made brand new ones!







Colours still need some fiddling but after two days of messing with this I'm quite happy with it overall!

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JobLeonard
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« Reply #317 on: November 04, 2020, 01:17:20 AM »

Do those clouds spread like watercolors on dry paper? Grin
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oahda
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« Reply #318 on: November 04, 2020, 04:06:48 AM »

Not when you're already there, but that's kind of what I'm hoping I can get the transition between time pockets to look like (painted inside, line sketch outside) Who, Me? Whole thing tho, not just clouds specifically
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JobLeonard
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« Reply #319 on: November 04, 2020, 04:15:55 AM »

I love the saturated-edge watercolor effect that they have. Is that done in the texture or in the shader? I imagine the former gives more control but the later would give more flexibility. Or is it again a "hybrid" trick?
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