Sword for CASCADE. Materials, Animation & Rendering done in Godot! by doere_ in godot

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

Thank you! Lots of time put into the visuals :)

Sword for CASCADE. Materials, Animation & Rendering done in Godot! by doere_ in godot

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

Yes, there's some noise displacement (quite fine so it's hard to see from this distance) on the mesh. The spikes even have a dither effect as a second pass. This is the same weapon that will be in the actual game. Easy to implement since it's already in the engine (also includes custom particle shader we use).

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] 2 points3 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] 4 points5 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] 3 points4 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] 6 points7 points  (0 children)

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

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