R H
@flinflonimation.bsky.social
110 followers 220 following 510 posts
Programmer, in Winnipeg, made a couple video games with Unity. Now learning Godot. He/Him Some games here: https://rhill.itch.io
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Yeah I think the main thing I’ve used local to scene is for assigning viewport textures in editor
Maybe some way to blend multiple rotations that would be impossible with bones?

Masking the rotation per-vertex based on a transition property?
This is one of those things where I’ve done a basic tech demo in Godot to rotate vertices in the shader but I haven’t figured out a scenario to show why I’m doing it this way instead of skinning to a bone and rotating that.
Have you used rotation matrices or quaternions in your shaders? If you’d like to understand how they’re implemented, the next Godot Shaders Bible update will cover this topic! 👌🏻 jettelly.com/store/the-go...

#godot #indiedev #gamedev #3dcg
Starting to get somewhere
So I was trying parallax offset for a gem shader in Godot but it relies on the tangent so I had to learn how to make it calculate tangent in my gem mesh generator.

And I need to go through the UVs and make the scale match. My previous gem shader wasn’t using uv so I hadn’t paid attention before.
Tweaking the hole shader so edges of the hole are shaded.

This reads better when there’s a wall of the same colour behind it.
Okay made a peephole in Godot.

It renders four cameras and displays that like a cubemap in the peephole shader to get the fisheye look.

At first I tried to get that down to three cameras but that doesn’t actually cover a wide enough angle.
What do you not understand
Any ideas on getting it to work with concave shapes? I was playing with this for shadows but ran into that limitation.
More dithering tests in Godot
Oh, looking into it there isn’t updates since 2022 so I don’t know if it’s going to work with recent versions of Unity or if there’s a better choice now.
Have you looked into Fungus? You can lean on Fungus for a lot of the VN function but still have the rest of Unity if you need to go outside that.
Made an opaque version of my 3d texture raycast shader but my test texture demonstrates the value of having a better way to generate the texture
“Cut to the chase: are there beans there?”
Realized this while I was fixing it to properly receive shadows.
I just realized how I could use the fake depth techniques from this Godot shader for a Resident Evil style pre-rendered background if you also pre-render a depth map.
Okay dumb shader trick in Godot. Looks like two spheres with a pole running through them. But one sphere is a quad.
For five months YouTube has been putting me through some sort of verification that it claims takes “about two months”
I remember once layering in After Effects, to get an average I had each layer with opacity divided by number of layers beneath it.

100% 50% 33.3% 25% 20% 16.6% etc

So if all the voxels are equal transparency the closest to the camera has the strongest effect on the colour
And the ray marching lets you mathematically tweak how it combines the transparency. This one is average everything the ray passes through which is unrealistic but keeps the rear voxels easy to see.
Making tool scripts for generating 3D textures which the ray marching shader I made is good for visualizing

This tool combines a 2D texture plus a gradient. I’ll add blend modes and rotation maybe
Okay I’ve fixed some stuff that was bothering me in the raymarch version and the transparency shows the back clearly.

My goal is to paint the 3D texture in VR so this is the display. I might set an option to switch between versions because it could be useful see the more hollow voxels sometimes