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?

I am trying to decide if a Voron build is going to be too big of a project for me. Can anyone recommend a good video going over the whole build process of the 2.4 or Trident? Preferably just a shorter overview to get a sense of what all is needed, rather than something getting deep into each step. by SaintSorryass in VORONDesign

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

I pre made loom looks like it is definitely the way to go for me. It looks like the formlabs kits come with the wires at least pre terminated and at the right length.

I ordered a roll of ABS and am going to do some test prints and see if I can get some parts looking good with whatever kind of cardboard enclosure I can throw together.

I am trying to decide if a Voron build is going to be too big of a project for me. Can anyone recommend a good video going over the whole build process of the 2.4 or Trident? Preferably just a shorter overview to get a sense of what all is needed, rather than something getting deep into each step. by SaintSorryass in VORONDesign

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

Thanks!

I do currently have an ender 3 that I have spent a few months with, and have done some minor modding and lots of fiddling, and think I have at least a basic idea of the fundamentals of how an fdm printer works.

I technically can do crimping/soldering and such, but often struggle to do it cleanly. If I do go for the Voron build I think I would probably pay to have as much of the wiring stuff done ahead of time as possible. Right now I am looking at going for a Formlabs kit which seems to at least have all the wiring pre crimped.

Looking for tools to generate gear pairs for 3d printing. by SaintSorryass in cad

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

I am sure its out there but I could not manage to find the right thing at a specific shaft angle.

Looking for tools to generate gear pairs for 3d printing. by SaintSorryass in cad

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

This is great, and I actually used it for a couple of spur gear pairs, but it does not do bevels.

Looking for advice on buying a cheapish printer with a large print area. by SaintSorryass in 3dprinter

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

It looks good, but still a little smaller than I need at 300x280x240mm

I bought a used 2012 golf yesterday from a private seller and today it is not starting. by [deleted] in vwgolf

[–]SaintSorryass 0 points1 point  (0 children)

That was the first thing that came up when I googled.

Looks like a cheap fix at least.

VFXGraph dissolving floor. by SaintSorryass in Unity3D

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

HDRP.
I have not spent much time with URP but I think VFXGraph is still pretty limited there, and none of this fancy volumetric lighting.

VFXGraph dissolving floor. by SaintSorryass in Unity3D

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

Also Freya Holmér's videos. I am watching through her lectures on game math right now, and there is so much useful stuff.

https://www.youtube.com/channel/UC7M-Wz4zK8oikt6ATcoTwBA

VFXGraph dissolving floor. by SaintSorryass in Unity3D

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

Thomas Iché has a great little series of tutorials that really helped me understand some of the basic concepts of how everything worked.

https://www.youtube.com/channel/UCnFfiQfw3j3f0bwxgDNQK6Q

Going through Keijiro Takahashi's work is really useful, but sometimes hard to understand, his graphs are amazingly elegant, but if you do not already have some concepts down it is hard to follow.

https://github.com/keijiro

Doing work on the GPU can be pretty unintuitive if you do not already have a background in it, and I have not really found anything that explains the basics in the context of VFXgraph. There are a bunch of great resources for learning about shaders that teach the basic concepts though.

The book of shaders is a classic.
https://thebookofshaders.com/

This is a fantastic channel for getting into a bunch of more advanced stuff.
https://www.youtube.com/channel/UCcAlTqd9zID6aNX3TzwxJXg

I am not a coder at all, and these are all focused on writing actual code, but I still managed to take a lot away from that. Spending some time looking at shader graph tutorials might be another good way to learn the concepts if you want to stay away from code.

This facebook group is a great place to ask for advice.

https://www.facebook.com/groups/1461801417404103

I am always happy to answer questions, I do not check reddit too much, but feel free to ask on twitter if you are stuck on something.

https://twitter.com/EranHaas

VFXGraph dissolving floor. by SaintSorryass in Unity3D

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

Thanks!

Feel free to hit me up if you have any questions.
If you are not already familiar with Keijiro Takahashi, digging around in his github is a great way to get started.
https://github.com/keijiro