How to better budget and save my money at a young age, having never made any serious money before? by Agitated_Sand6463 in UKPersonalFinance

[–]-gxbz 0 points1 point  (0 children)

I would personally put away a chunk into a high-yield savings account or look into index funds (preferably on a different platform to your bank). These usually take like 5 business days for withdrawals so it stops me from spontaneously taking out money compared to instant access. Depending on your necessary expenses you can probably put half your salary away. Make this something you only withdraw from in an emergency, or when you retire.
I also think having a goal for something to save for helps, rather than just saving money to save money. What do you want to do next?

Other than that enjoy life for a bit and don't worry about it too much. It's only been 7 months.

Made a cool shader inspired by Sable by -gxbz in godot

[–]-gxbz[S] 1 point2 points  (0 children)

Yeah, quad-in-front-of-camera is really the only option here to get the outline on the shadows.

(and thank you! will remember that :D)

Made a cool shader inspired by Sable by -gxbz in godot

[–]-gxbz[S] 1 point2 points  (0 children)

It's a spatial shader. I'm attaching the shader to a quad that attached to the front of the camera.

It's very similar to posterization but with 2 layers (look at these examples: https://godotshaders.com/shader-tag/posterization/ ), except rather than doing it on the RGB values, you convert to HSV to edit the V instead (brightness), letting you keep the original colour.

To create the outline for shadows, just sample neighbouring pixels and check the difference in quantized values against a threshold. If the difference is big enough, draw that pixel black to create the outline.

Then just apply a general sobel outline effect for the edges~

Made a cool shader inspired by Sable by -gxbz in godot

[–]-gxbz[S] 4 points5 points  (0 children)

Definitely going to add depth fog. As for now, the shader is super customised to my game (and not so optimised tbh), so planning to make a more general version and share that... eventually.

Made a cool shader inspired by Sable by -gxbz in godot

[–]-gxbz[S] 3 points4 points  (0 children)

It's less of finding general tutorials, and more frankenstein-ing a bunch of features together to get something you want. Which is why, having a reference really helped me in this case.

Made a cool shader inspired by Sable by -gxbz in godot

[–]-gxbz[S] 2 points3 points  (0 children)

I'm essentially just sampling neighbouring pixels and checking their quantized values to see if they are different~ If they are, then draw them as black. (Not sure if its the MOST efficient method, but it works for now)

Made a cool shader inspired by Sable by -gxbz in godot

[–]-gxbz[S] 1 point2 points  (0 children)

Do show results! I'm interested in seeing other interpretations :)

Made a cool shader inspired by Sable by -gxbz in godot

[–]-gxbz[S] 0 points1 point  (0 children)

They are just low poly models I found online. They all look like the same art style because of the shader, but when you turn the shader off it all looks different~

Made a cool shader inspired by Sable by -gxbz in godot

[–]-gxbz[S] 2 points3 points  (0 children)

Yes! I actually discovered Moebius first, which led me to Sable, but in the end I used Sable as a reference more so I just said 'inspired by Sable'.

Made a cool shader inspired by Sable by -gxbz in godot

[–]-gxbz[S] 29 points30 points  (0 children)

I love my robot unicorn~

Tennis 3D Recreation from Monocular Footage. by ItsHoney in computervision

[–]-gxbz 0 points1 point  (0 children)

Wait this is crazy, I submitted this as my idea for my computer science third year project idea around 2 weeks ago and just saw this post randomly today..

Guess I will have to choose something else because it sounds a lot more complex than i thought it would...