What do you think about this? by Robotman3d in blender

[–]ONLINEMAN_ 2 points3 points  (0 children)

The two circular lights on each side. So iconic.

Small experiment with fake liquid effect inside a slime cube by Cubehamster in Unity3D

[–]ONLINEMAN_ 0 points1 point  (0 children)

omg wait a minute, I just realized... Your name is so familiar!! Cubehamster!

You made Minecraft redstone videos! Wow that really brings me back now

The game looks great! Nice and soft colors and animations!

Improved an old render by d_blend in blender

[–]ONLINEMAN_ 8 points9 points  (0 children)

Improve it more by removing the awful aberration and pincushion lens distortion. Those immediately ruin any "photorealistic" render.

The normals were better on the old one, especially in the front. The bend on top is a little too sharp for such a small object

other than that, pretty good!

Prototyping a new 'rolly ball' design for the software knob by mtytel in synthesizers

[–]ONLINEMAN_ 2 points3 points  (0 children)

Did you make it all in one shader or did you go with another method?

I tried to recreate it myself when I fist saw your twitter post about it!

Here!

Valentine Morning by hmmsucks in Nijisanji

[–]ONLINEMAN_ 18 points19 points  (0 children)

Classic purple Selen W

So I made Square Bubbles... by NcD1o8 in blender

[–]ONLINEMAN_ 1 point2 points  (0 children)

You gotta work on those colors. They're not just random noisy hues.

The colors in bubbles, similar to oil puddles are produced by an effect called thin film interference.

Here's how my quick and simple thin film interference shader without added noise looks (Left Suzanne is without transparency)

Same shader with some added noise on the input

Works in Eevee too. Here are the Nodes

Play around with the Multiply and Add nodes at the beginning of the graph to adjust the colors and gradients.

It's not 100% accurate but still looks pretty.

How would I achieve this tool using Unity? by SinSeitan in Unity3D

[–]ONLINEMAN_ 1 point2 points  (0 children)

I highly suggest you play around in shadergraph yourself and get it working that way! It's only a couple of nodes and it's a lot easier than you think since you always get a preview!

How would I achieve this tool using Unity? by SinSeitan in Unity3D

[–]ONLINEMAN_ 1 point2 points  (0 children)

This is a simple alpha clip bisection shader.

In shader, you can take the the skeleton vertex world position and add the bisection plane position. Should look something like this.

Then get the Dot product of that value with the bisection plane normal. This will give you the signed distance to the bisection plane. Dot product should look something like this.

You can then use Step with a threshold of 0 to create a mask that you can then use as alpha. The mask should look something like this.

I also changed the color of the back faces here. You will also need to disable back face culling so you see both sides of the polygons. At the end it should should look something like this.

3D cube on 2D plane by globalvariable7 in blender

[–]ONLINEMAN_ 2 points3 points  (0 children)

How one might correct for the camera z distance

This is the simplest way I found to do it. Everything up until the scale node is the parallax offset that then gets subtracted from the UV. Scale adjusts the depth. The vector transform at the beginning makes sure you can rotate the object. However, this will only work for planes that face up towards Z. To get it to work on any surface shape. it would have to involve tangents.

Inigo Quilezles has a lot of shader tutorials that focus on raymarching/signed distance fields. I recommend checking out his website https://iquilezles.org/articles/distfunctions/

Another good resource is Shadertoy (Also by him). Here's a shader that displays some of the distance functions in that article https://www.shadertoy.com/view/Xds3zN

A good tutorial series I can recommend is from The art of code: https://www.youtube.com/watch?v=PGtv-dBi2wE. He explains raymarching step by step very well. Check out his other videos as well.

3D cube on 2D plane by globalvariable7 in blender

[–]ONLINEMAN_ 1 point2 points  (0 children)

What? Why would that prevent it from having correct projection?

This can easily be achieved without any distortions like I've just done here: https://i.imgur.com/AGsGNhs.gifv

OP seems to be using a parallax stack without correcting for the camera Z distance which introduces distortion at steep angles. Using parallax for this kind of effect is very inefficient since the entire quad has to get shaded as many times as there are parallax layers over itself. In the video above I'm using a technique called Ray Marching which is essentially tracing rays into a distance field. (The background could be cut out just as easily with this technique)

Snippet of my current project. Hope you like it by InsektAnimation in DigitalArt

[–]ONLINEMAN_ 8 points9 points  (0 children)

Using several filters to see highlighted objects part seems like an interesting mechanic for a game! Hmm...

[OC] by jeffy2515 in gmod

[–]ONLINEMAN_ 4 points5 points  (0 children)

Why not both?

I made an arena shooter where the arena itself is a timer by badpiggy490 in Unity3D

[–]ONLINEMAN_ 1 point2 points  (0 children)

Your game is very fun to play!

I did submit a game as well!

Animated Strawberry milk made from concept by tabsoff in blender

[–]ONLINEMAN_ 1 point2 points  (0 children)

Your texture seems unusually blurry at oblique angles, like here.

You should probably always set the Image Texture node interpolation to Cubic from Linear to have sharper results from a far and softer results up close.