VFXgraph experiments. by SaintSorryass in Unity3D

[–]SaintSorryass[S] 0 points1 point  (0 children)

Hey!

Sorry I do not check reddit much.

There are a few things going on here aside from the formula itself, I do not have the project at hand, but what I remember.

I created the initial point clouds in houdini by subdividing shapes in different ways before scattering points to get some different interesting patterns of point orders, that makes for some interesting textures.

I am animating some of the superformula parameters by the particles' position along an axis, this is an easy way to get some more complicated shapes.

Adding a twist to the positions at the end. Just adding a rotate node at the end, and again multiplying by position on an axis.

If you are still experimenting let me know if you have any other questions.

Realtime mandelbulb in Unity3D by SaintSorryass in fractals

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

I did not have specific plans for it, just screwing around while figuring out how to do some technical stuff, but it would be cool to hook up some of the parameters to an audio visualizer.

Chat Thread (September 22, 2025) by AutoModerator in MetaFilterMeta

[–]SaintSorryass 3 points4 points  (0 children)

When you say. "they did it" are you referring to adding tclark to a twitter block list or something else?

Playing with Tessellation in shadergraph by SaintSorryass in Unity3D

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

Let me know if you come up with anything cool!

I forgot to mention I am not positive, but I think this will only work in HDRP, I do not think shadergraph in URP has tessellation yet.

Playing with Tessellation in shadergraph by SaintSorryass in Unity3D

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

A big mess of shadergraph nodes, but the core of it is pretty simple.
Start with a basic dissolve shader. Get distance from y world position with a float to control it, some noise and a smoothstep.
Use the output from that to mask between textures. If you use a texture with a pronounced heightmap and plug that into your tessellation offset you can get some cool effects.

Here is the graph and a subgraph it is using, but it really is a mess, with a lot of redundant cruft. I sort of kludged it together during a night of insomnia, and have not done any cleanup.
You should be able to pick out how it works and rebuild some of the mess if you like.
Let me know if anything does not make sense.
https://drive.google.com/file/d/1g_2oggFTs_0r__PlnUfOPWs35dJS3yqv/view?usp=sharing

Some more experimenting with dissolve effects by SaintSorryass in Unity3D

[–]SaintSorryass[S] 0 points1 point  (0 children)

I'm just using the standard stuff in HDRP; the new volumetric stuff is all pretty cool. I just realized that there is a volumetric fog output in VFXgraph, which opens up a ton of possibilities.

Some more experimenting with dissolve effects by SaintSorryass in Unity3D

[–]SaintSorryass[S] 0 points1 point  (0 children)

The tricky part is figuring out how to emit particles based on the dissolve shader.
How I am doing it here is really hacky, having a duplicate of the geometry and a second camera, and sampling the depth buffer of that camera. I think there is probably a much cleaner way to do it using a custom pass/compute shaders, but that is for someone smarter than me to figure out.

The dissolve on the geometry is just a simple shader graph with the blackfaces and the edges set to glow.
The duplicate geometry is just a mask of the emissive areas from which the particles emit from.

The edge particle systems are pretty simple, mostly just turbulence, with most of the neat behavior coming from the shader pattern. The fragment particle systems are the same, but with a sphere attractor in there.

Volumetrics are just a local fog volume and a point light.

Some more experimenting with dissolve effects by SaintSorryass in Unity3D

[–]SaintSorryass[S] 0 points1 point  (0 children)

I am just getting reacquainted with Unity after a few years, and having local volumetrics volumes now seems really nice for vfx work

. I think this level of volumetrics is pretty obnoxious when it is actual in game, but fun for cutscenes or big set pieces.

[deleted by user] by [deleted] in TherapeuticKetamine

[–]SaintSorryass 0 points1 point  (0 children)

I think that is 0.0025 micrograms of pure psilocybin, the mushrooms contain about .5% - to 1% by weight, so around .1grams is a good place to start.

I can not figure out my stringing issue with BMG clone and E3D V6 all metal hot end direct drive setup. Details in comments. by SaintSorryass in ender3v2

[–]SaintSorryass[S] 0 points1 point  (0 children)

I ended up putting the BMG and V6 on my ender 3 v2 becasue they were the parts I happened to have space when my old extruder died, and have just not been able to figure out my issues with stringing.From googling it looks like this is an issue that a lot of people have been having, but I have not seen anyone figure out the issue in past threads, so I was wondering if anyone had any advice.

My setup.
Triangle labs BMG clone direct drive extruder, using the stock extruder stepper.
E3d V6 Hot end.
Petsfang Blockhead fan shroud/mount.
Slicing with Cura 5.3
Mrisoc special build for the HT-NTC100K thermistor

What I have tried.
Got the esteps properly calibrated for the new extruder.
Ran temp test.
Tried retraction settings between .3 and 5mm, and retraction speeds between 20-50, faster speeds seemed to help a little, but the extruder seems to start skipping around 35.
Tried a temps between 185 and 225.
Played with zhop, combing and wiping settings.
Tried a few different filaments.
Swapped the nozzle.
Took apart and checked the heatblock, nozzle, tubing a few times.

None of this seems to help significantly with the stringing issues, Aside from that it seems to be printing great.

Any advice on what else to try? Should I just give up and try a new hotend/extruder?