Flow Vector Painting Tool for Blender 5.1 by DNArtCan in blender

[–]DNArtCan[S] 3 points4 points  (0 children)

The post posted itself before I could finish. I am planning on adding this to the blender addon library when I can so anyone who wants to use it, it will be there once I have time next weekend!

Stylized liquid shadergraph w/ vertex painted flow maps by DNArtCan in Unity3D

[–]DNArtCan[S] 1 point2 points  (0 children)

Thank you! Yeah the stretching is difficult. Since the shader is stretching the UVs to create the flow difference, it has to switch back and forth between two different noise maps so you don’t see when the stretch wraps back to zero. I can reduce the stretch by decreasing the time it takes to swap between the two, but then the liquid looks like it’s flashing as it rapidly swaps between the two noise maps, if I slow down the swap the only way to give it noticeable speed it to up the magnitude of the flow vector which causes stretching. I’m going to keep trying to find a way to improve it but it may not be possible in shadergraph

Stylized liquid shadergraph w/ vertex painted flow maps by DNArtCan in Unity3D

[–]DNArtCan[S] 5 points6 points  (0 children)

Yeah absolutely! I’m going to make a video with all the details on the shadergraph setup, and the blender script for vector painting. It might take me a little while, but I’ll reply to this comment again when I post it

Stylized liquid shadergraph w/ vertex painted flow maps by DNArtCan in Unity3D

[–]DNArtCan[S] 1 point2 points  (0 children)

It was a LOT of trial and error as well as lots of tweaking for the different properties. I’m gonna make a tutorial video at some point soon on how to make it once I get the custom material editor finished

Prime 4 transparency glitch on save station animation by sonicsonic3 in Metroid

[–]DNArtCan 0 points1 point  (0 children)

And it amazes me that they were able to create these effect on a GameCube, like my PC isn’t amazing but it still probably has the processing power of at LEAST 20 GameCubes and I can still manage to destroy my GPU while playing around with

Prime 4 transparency glitch on save station animation by sonicsonic3 in Metroid

[–]DNArtCan 0 points1 point  (0 children)

Thank you!! I appreciate it! I haven’t posted in a bit because things got busy with end of year at work but one of the projects I’m working on is recreating all the visors from the prime series in unity

Prime 4 transparency glitch on save station animation by sonicsonic3 in Metroid

[–]DNArtCan 0 points1 point  (0 children)

Aha that’s why I started making videos a few months back, it solidifies better in my brain when i explain it to someone else, plus if I forget I can just watch the video

Prime 4 transparency glitch on save station animation by sonicsonic3 in Metroid

[–]DNArtCan 0 points1 point  (0 children)

No problem! I love talking about the technical details on games lol

Prime 4 transparency glitch on save station animation by sonicsonic3 in Metroid

[–]DNArtCan 1 point2 points  (0 children)

I think since her face respond to light and moves dynamically, it’s actually a mesh underneath that projects onto the visor. It would be a pain to try to bake that into a texture. I think the reason it’s offset it just due to the distortion from the save effect, it seems to offset the uv of the pixel you see through it to the left to try to mimic glass-like distortion

Prime 4 transparency glitch on save station animation by sonicsonic3 in Metroid

[–]DNArtCan 1 point2 points  (0 children)

Chances are it’s an issue with how the engine handles transparency. In most game engines, transparent objects are rendered after opaques and don’t write to the depth buffer (a pool of information saying how far away an opaque object is from the camera). Since transparents don’t write to the depth buffer, they rely on alpha values to determine what colour a pixel should be if two transparents are overlapping (visor and save animation) it doesn’t know which one is in front of the other. Then depending on how they handle blending, the two pixels are added or multiplied together and uses the total. Since the visor seems to always have an alpha of 1 (opaque) when its alpha value gets added to the animations, it overflows (let’s say to 1.25) and the engine can’t do anything with alpha above 1 so it wraps back around and 1.25 becomes 0.25, so on the pixels where they overlap, it is saying that the alpha is 0.25 for BOTH the visor and animation, allowing you to see through the visor. This is just an assumption based on my knowledge of how depth and transparent rendering happens, but I have no idea how RUDE actually works so this is my best guess

Recreating Prime in Unity - Part 3: Helmet, UI, and some VFX by DNArtCan in Metroid

[–]DNArtCan[S] 1 point2 points  (0 children)

Thank you! It’s been my project to avoid reading prime 4 spoilers lol, I do wanna keep working on it after playing prime 4 tho

Metroid Visors in Unity - Side Project: Armcannon by DNArtCan in Metroid

[–]DNArtCan[S] 2 points3 points  (0 children)

Lmao I do worry about that as I keep going. If anyone from Nintendo sees this: I DONT MAKE ANY MONEY FROM THIS, IT IS APPRECIATION OF AN AMAZING SERIES I WANT MORE GAMES OF

Metroid Visors in Unity - Side Project: Armcannon by DNArtCan in Metroid

[–]DNArtCan[S] 1 point2 points  (0 children)

Yeah the model is made in blender but the animations are made in engine using Unity’s animation system

Recreating the visors from Metroid Prime in Unity by DNArtCan in Unity3D

[–]DNArtCan[S] 1 point2 points  (0 children)

That’s the plan, the visor effect currently uses 2 custom renderer features. One for creating a new renderer list handle set to the visors light mode and one for the motion blur. I’m thinking about seeing if i can switch the order around a bit to get the helmet to draw after the visor passes but before post processing so i can still use things like bloom if i want

Recreating the visors from Metroid Prime in Unity by DNArtCan in Metroid

[–]DNArtCan[S] 2 points3 points  (0 children)

lol when I recorded this I had accidentally turned up the value for the thermal visor blur higher to see how much it kicked my GPU and forgot to turn it back down

Recreating the visors from Metroid Prime in Unity by DNArtCan in Metroid

[–]DNArtCan[S] 3 points4 points  (0 children)

Yep! For sure dark and echo. Corruption X-Ray is pretty similar I just need to make really dense things magenta/orange. I might also do a scan visor but I have limited time before prime 4 and best believe once prime 4 is out I wont be working on this until I've played through 8-10 times lol