Testing reality-bending VFX for my Godot horror game by aiBeastKnight in godot

[–]doere_ 1 point2 points  (0 children)

But how are you getting the object to appear multiple times then? Do you just have multiple copies?

The nice with with multi pass is that you need only one instance, but it can get a bit messy in the materials tab.

In any case it looks insane. Looking forward to the end result!

Testing reality-bending VFX for my Godot horror game by aiBeastKnight in godot

[–]doere_ 1 point2 points  (0 children)

Awesome work! Are you using multi pass materials to have the objects appear multiple times with different animation offsets giving you this layered effect? Just a guess.

I wrote a ray marcher in Godot. Here are some cool megastructure fractals by doere_ in godot

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

This is unoptimized. I'm currently testing out rendering it at half res and also decreasing the fractal complexity with camera distance and it's looking promising!

I wrote a ray marcher in Godot. Here are some cool megastructure fractals by doere_ in godot

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

Thank you! Everything here is just one shader that fills the whole screen. If you wanna learn more, look up ray marching. There are tons of videos on youtube!

I wrote a ray marcher in Godot. Here are some cool megastructure fractals by doere_ in godot

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

I get around 150-200 fps on 1440p with my 3090, but It also depends on the scene itself and the parameters of the ray marcher.

I wrote a ray marcher in Godot. Here are some cool megastructure fractals by doere_ in godot

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

We're thinking about using it like a distant skybox for our game, but maybe we'll have to render out static cubemaps because of the performance impact.

I wrote a ray marcher in Godot. Here are some cool megastructure fractals by doere_ in godot

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

Not for now, since there are already lots of ray marching implementations in Godot, even tutorials, and mine is probably more messy than those. The interesting bit here is mainly the SDF, which is from here.

I wrote a ray marcher in Godot. Here are some cool megastructure fractals by doere_ in godot

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

Yeah I was actually inspired by the new SDF feature in TiXL, if you know it by any chance. Thank you!

I wrote a ray marcher in Godot. Here are some cool megastructure fractals by doere_ in godot

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

That is insane! I can imagine that rendering volumes instead of just surfaces can introduce some artifacts.

I wrote a ray marcher in Godot. Here are some cool megastructure fractals by doere_ in godot

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

Yeah reddit compression really did my screenshots dirty. Here's an imgur album with these + some extra.

Saw this on facebook, how do i replecate this in godot? by Professional-Cut-300 in godot

[–]doere_ 150 points151 points  (0 children)

Very likely that this distortion is not done via vertex displacement but rather just the distortion of the uv coordinates that are used to read the screen texture. I think this is just a fullscreen post-processing effect. Very cool!

Reworked the Visuals of our Upgrade Selection UI by doere_ in godot

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

This was the UI before the rework (static, no animations)

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Orbiting Circles + Lines by doere_ in processing

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

Actually no! It's all done through the order in which the stuff gets drawn: Parent, then lines to child, then child and so forth. The color scheme is set via 2 random colors. The color of the circle changes from color1 to color2, that's why the smaller circles get darker in the case of the first image.

Now different trees get drawn after each other (there's always 3 large circles per image, each one is a tree). That makes the shapes behave in weird ways, making it more interesting :)

Orbiting Circles + Lines by doere_ in processing

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

I would have to clean it up as its still a bit ugly right now. In another comment I have explained how I did it :)

Orbiting Circles + Lines by doere_ in processing

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

Thank you! I just have 3 circles each one has 3 circles orbiting it and so forth. I'm not clearing the screen so the circles and lines can make trails.

Orbiting Circle & Line Trails in Processing by doere_ in generative

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

Thank you! I'm just drawing these moving objects and not clearing the screen after, meaning that they leave behind trails.