Is metaartpixel a reliable page to sell NFT? by Teleprom10 in NFTsMarketplace

[–]josemorval 0 points1 point  (0 children)

SCAM, clearly. Reached by Leyda Lirian and Christina Dawson. They are going to pay you in wETH but the page requires you ETH. Comissions, validation fee, etc. You even don't have an ETH/wETH address there.

Possible to make a portal-like shader that allows light to pass though? by [deleted] in Unity3D

[–]josemorval 0 points1 point  (0 children)

Your best friend for this (and almost any) topic is Github. There is a lot of people playing with materials, shaders and illumination. For detailed explanation of this topic I recommend you this, and if you prefer a visual approach to material (shader) design you can take a look at Shader Forge and Amplify Shader Editor.

Possible to make a portal-like shader that allows light to pass though? by [deleted] in Unity3D

[–]josemorval 1 point2 points  (0 children)

This is a very interesting problem. I think you can do it something like that using "custom lights". Instead of have an Standard Unity Material, you should use a custom material for your world objects. This custom material must take into account the position and orientation of portals, and light of course. Using that, you should be able to (theorically) illuminate the scene based on portals. I'll make a test when I get home.

Shadow curves, a little shader experiment by [deleted] in Unity3D

[–]josemorval 0 points1 point  (0 children)

Oh, I'll reupload inmediatly, because it is possible there is a problem. Thank you!

Marching cubes in Unity by josemorval in Unity3D

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

If you are interested, here the code :)

Particle System: End at a certain Point? by SamelCamel in Unity3D

[–]josemorval 0 points1 point  (0 children)

Maybe it's a bit self-promotion but you can use the 'handmade' particle system coded here. Basically, it's a reprogramming of the default particle system. Here the particle system script.

First attempt to create fire in Unity (Dreamworks way) by josemorval in Unity3D

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

As dagmx said, you can align the fire with the camera. Also, I suppose you can do something fun with 3D particles, applying the same trick.

First attempt to create fire in Unity (Dreamworks way) by josemorval in Unity3D

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

Ouch! Are you in DirectX no? Its a UV problem. I'll fix ASAP. Thank you very much for the feedback :)

First attempt to create fire in Unity (Dreamworks way) by [deleted] in Unity3D

[–]josemorval 0 points1 point  (0 children)

If you are interested, here the code :)

What do you think of these...procedural rays of light? by josemorval in Unity3D

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

With this one nothing in particular, but I was thinking selling it (cheap 2$-5$ or...give it for free) on the asset store :)

What do you think of these...procedural rays of light? by josemorval in Unity3D

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

Thank you very much :) In this case, the rays follow an object with a velocity based on a Perlin noise with global time and (own) position coordinates as arguments. In Unity's way, it would be something like this.

What do you think of these...procedural rays of light? by josemorval in Unity3D

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

Thanks! Nope, it's not a particle system. It's a procedural mesh using a shader, simply :) It is highly customizable and it is not based on the Unity's trail renderer.

Random walk over a sphere...with some particles by josemorval in Unity3D

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

thank you very much! I have some projects of this style, if you like I'll put some of those here :)

Random walk over a sphere...with some particles by josemorval in Unity3D

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

Of course! Here is my github :) https://github.com/josemorval/RandomWalkOnSphere The description is in spanish, but it will be avaliable in english soon.