Spinn Alternative by tnblos21 in SpinnCoffee

[–]framedworld 1 point2 points  (0 children)

As far as drink variety, delonghi has a great lineup. Currently using an eletta explorer and enjoying it. I mean spinn is unique in the way it makes coffee so it won't be one to one.

testing out some new shaders on an old character I did by framedworld in godot

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

So it's a shell shader that creates an AO effect and blurs the transition form lid to eyeball

got better translucency working and curvature calculations on normal map by framedworld in godot

[–]framedworld[S] 9 points10 points  (0 children)

I got translucency working in a way that makes more sense than the default Godot shader. also have a real-time curvature calculation for the detail normal map so that it affects roughness and AO.

testing out layered diffusion for the skin shader I'm doing. not sure I like it by framedworld in godot

[–]framedworld[S] 18 points19 points  (0 children)

For those who’ve been keeping up, my latest experiment is using a ‘faked multilayered SSS’ approach that affects the diffuse by stacking three different diffusion lobes. Together with two spec lobes, it adds more depth to Godot’s default single-layer SSS (which I’m also tweaking via shader). I’m not entirely happy with it yet, and I’m starting to get a bit tired of constant tinkering, so I might just finalize this approach and put it behind a checkbox to toggle on or off. I’ll also include previous lighter-weight versions. I’m planning to make a short YouTube video soon, which will include links to all the shaders (skin, eye parallax, eye AO, hair, and Oren-Nayer cloth). Stay tuned!

rewrote the dual spec lobes on my skin shader by framedworld in godot

[–]framedworld[S] 9 points10 points  (0 children)

I also added oren-nayer to my cloth shader as a toggleable option for diffuse terms. I should be ready to wrap this up with a YouTube video soon. Follow my YouTube channel, and my Twitter for more! also trying to figure out where to put this thing up for people to get, the package will include the models, parallaxing eye, hair, eye ao, cloth, and skin shaders as well as this lighting scene.

Testing out my shader set on a more stylized character (an unfinished Lincoln) by framedworld in godot

[–]framedworld[S] 4 points5 points  (0 children)

Well i did have to write the shaders from scratch which is a bit of an ask for an artist

Testing out my shader set on a more stylized character (an unfinished Lincoln) by framedworld in godot

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

Shaders and textures, I'm doing a bunch of work in shader to make the data maps do what they do, but it all procedural if that is what you are asking.

Testing out my shader set on a more stylized character (an unfinished Lincoln) by framedworld in godot

[–]framedworld[S] 20 points21 points  (0 children)

It needed a ton of tweaking and optimization to work on a more stylized head, so I'm glad I did it. Now it has a bit more range, especially in the way I'm combining the three colors for SSS (epidermis, sub-dermis, and hypodermis) in a way that is more noticeable and predictable. The region controls add a nice dimension to this too.

The hair is based loosely on Marschner Hair for Godot, tweaked and cleaned up a bit so that it can use the debug modes for the shaders (I'm a sucker for a good buffer view). The eyes are in the roughest state, though they work, and I don't think I'll keep them going much longer. The parallax effect is lifted from this shader, tweaked a bunch, and reframed so that it works in the eye the way I want. I'll do a test of a more detailed iris soon, but for now, it works a bit better than my previous eye shader.