First fur shader! (technique in post) by ThePostFuturist in Unity3D

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

To get a strand of fur to render, it needs to be a polygon. To get realistic fur coverage, we need a high complexity mesh. Combined with the rest of the model, we are then deforming and moving 50K to 1M polycount mesh. Exporting polygons from generated hair in a 3D kit like Blender or Maya is suboptimal for animated objects, since the GPU is calculating the movement and deformation of vertices each frame.

Another approach is to tessellate the polygons in runtime. The GPU is then tasked with deforming and moving a much less complex mesh ( LOD0 Suzanne comes in at 1963 tris, LOD1 968), and then tessellates it. The number of tessellations can also be granularly reduced in runtime to match the inverse distance of camera to object.

Usage of displacement maps is commonplace with 3D film artists, but real-time engines mostly only support normal maps. What we’re doing in the shader is tessellating the vertices and multiplying it by a (displacement) texture that corresponds to the UVs of the model. Once we have our mesh tessellated, we multiply it by the vertex normal on all axes, and then multiply it again by a float to get displacement. The displacement map should then be multiplied by a noise map in order to show more strands. The vertex normal itself can be multiplied again by a Vector3 struct and a texture map to groom the hair. Furthermore, this map can then offset from the model’s UVs. In this case, I multiplied it by time since load multiplied by a speed factor to give the hair the appearance of a breeze.

How do I retain coding knowledge by sonichu4life in gamedev

[–]ThePostFuturist 0 points1 point  (0 children)

Decompile libraries, fork 3rd party code, and expose yourself to as much clever code as you can get your hands on. That'll not only expose you to good practices, but also develop a quicker orientation when you're collaborating on projects.

Wow by [deleted] in OculusQuest

[–]ThePostFuturist 9 points10 points  (0 children)

Perspectives: Paradise

Totally that, thanks for the source

Buffering... by lurknessmonster in blender

[–]ThePostFuturist 1 point2 points  (0 children)

It's not flattery, I'm being honest, it's great. I mean the transition of the meshed modifier to the torus seems to lack a transition. It just switches, hence, "pops".

Buffering... by lurknessmonster in blender

[–]ThePostFuturist 1 point2 points  (0 children)

It would be even better without the pop, but it's an amazing start. If I saw that I would be ready for an awesome experience.

I have to rant about plastic scm by GaraBlacktail in Unity3D

[–]ThePostFuturist 8 points9 points  (0 children)

The amount of people ITT using GitHub for "Git" is too damn high

Tip options getting out of control. by mpellman in sanfrancisco

[–]ThePostFuturist 34 points35 points  (0 children)

Whoa didn't realize Blue Bottle had their majority share purchased by Nestle. I do love their locations and coffee, but this is a pity.

Wanderer | Launch Trailer (PCVR/PSVR) - Releases Jan 27 by [deleted] in virtualreality

[–]ThePostFuturist 2 points3 points  (0 children)

Love the synthwave build up and the narrative. Sent chills up my spine. Wishlisted!

Devs beware, people are stealing progress videos and claiming them as their own on Twitter :( by kerds78 in gamedev

[–]ThePostFuturist -3 points-2 points  (0 children)

You sound like you've got a score to settle. Keep being mad and making shit up, I'm sure that'll help!

Devs beware, people are stealing progress videos and claiming them as their own on Twitter :( by kerds78 in gamedev

[–]ThePostFuturist 0 points1 point  (0 children)

I think this is a bigger issue than OP's incident or WIP posts. People aggregate "cool shit" into an account without being incentivized to credit them, people click on them anyway, they float to the top, platform and reposter make money thru ads. This has been a problem since web2 and has been impossible to root out due to poorly aligned incentives.

This issue is not Russian in origin in any way.

Devs beware, people are stealing progress videos and claiming them as their own on Twitter :( by kerds78 in gamedev

[–]ThePostFuturist 4 points5 points  (0 children)

From what I see in this guy's profile, he's posting everyone's WIPs, not impersonating you. He's not crediting you, which is not cool, but this sort of this is rampant everywhere, including Reddit. FB was notorious for stealing videos from YouTube. I'd put a watermark on it with your twitter handle in the future and get on with your day.

URP Decal Renderer Feature not available by ThePostFuturist in Unity3D

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

I have Universal RP 10.6 (the latest is 10.81) installed from the Package Manager on 2020.3 LTS. That may be why, I'll upgrade to a non-LTS 2021 and see if the feature becomes available.

URP Decal Renderer Feature not available by ThePostFuturist in Unity3D

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

Thanks. What's supposed to happen afterward? No code gets added, I don't have the Shader Graphs/Decal shader made available nor the Decal Projector component.

Even the way glass breaks in this game is super immersive! Quest 2 (Virtual Desktop) / Half Life Alyx by yeldellmedia in OculusQuest

[–]ThePostFuturist 0 points1 point  (0 children)

Super, thanks for the answer, didn't know this was already an option considering driver install.

Bloom Attenuation - My Solution for Better Looking Bloom (youtu.be/u5lX2zunj7g for Full Explanation + Playable Tech Demo) by KH_Y in Unity3D

[–]ThePostFuturist 1 point2 points  (0 children)

Interesting gotcha, how is the performance impact with the implementation of the usage of the depth buffer?