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♟️ Working on Tetrafecta: 4D first-person puzzle game
Get high quality multisampling camera lens refraction inside the engine. Achieve filmic style with smooth blending and a full spectrum of colors:
Get high quality multisampling camera lens refraction inside the engine. Achieve filmic style with smooth blending and a full spectrum of colors:
Modulate your colors in ways you never thought possible. Give an iridescent glow to your shiniest surfaces, or make creeping polychrome shadows.
Modulate your colors in ways you never thought possible. Give an iridescent glow to your shiniest surfaces, or make creeping polychrome shadows.
Make sweeping changes to your hue, saturation, and brightness, while preserving the maximum dynamic range of those values.
Make sweeping changes to your hue, saturation, and brightness, while preserving the maximum dynamic range of those values.
Choose a tricolor visual identity and shape your image around it. Shift colors towards your palette, or emphasize colors that already match it.
CHROMIA uses the Oklab perceptual color space to make your color transitions silky.
Choose a tricolor visual identity and shape your image around it. Shift colors towards your palette, or emphasize colors that already match it.
CHROMIA uses the Oklab perceptual color space to make your color transitions silky.
I made CHROMIA to help create bold, opinionated looks for games or cinematics. Here's what it can do for you:
I made CHROMIA to help create bold, opinionated looks for games or cinematics. Here's what it can do for you:
We're having a few boundary issues but at least he'll always have my back.
We're having a few boundary issues but at least he'll always have my back.
Dithered shadows!
They're not especially convincing but let you skip raymarching in the shadow pass entirely.
Dithered shadows!
They're not especially convincing but let you skip raymarching in the shadow pass entirely.
I used Inigo Quilez's blog (link below) to rewrite the raymarched material using fractal SDF noise.
Now I'm trying to make it play nicely with Unreal's lighting.
This is using shadow maps, with automatic cache invalidation enabled:
I used Inigo Quilez's blog (link below) to rewrite the raymarched material using fractal SDF noise.
Now I'm trying to make it play nicely with Unreal's lighting.
This is using shadow maps, with automatic cache invalidation enabled:
i think i'm gonna hurl
very grateful the moon is not actually made of cheese
i think i'm gonna hurl
very grateful the moon is not actually made of cheese
There's definitely a bug in my raymarching because the density changes when I pan up or down.
I also need to research if there are nice & fast distance field noise functions I can use to march in fewer steps.
There's definitely a bug in my raymarching because the density changes when I pan up or down.
I also need to research if there are nice & fast distance field noise functions I can use to march in fewer steps.
- Take big steps until we cross the noise threshold
- Binary search smaller steps to approach the exact threshold
- Estimate normal via finite difference
- Take big steps until we cross the noise threshold
- Binary search smaller steps to approach the exact threshold
- Estimate normal via finite difference
We get self-shadowed lighting by using a masked material, inferring normals, and providing a pixel depth offset.
We get self-shadowed lighting by using a masked material, inferring normals, and providing a pixel depth offset.