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@SoerbGames

Game art, physic simulations, animations and dope aesthetics. Wishlist #Ignitement ! › https://t.co/uQLJLeygyj

Deutschland Katılım Mart 2018
412 Takip Edilen12.9K Takipçiler
Antonio Martinez
Antonio Martinez@onceagaintoni·
@SoerbGames Awesome! I've been working on something like this but with beer (with bubbles and foam) in UE5. I was struggling to prevent the clipped surface to stop looking "hollow". BTW do you have something like this but for your smoke simulation? I've been obsessed with it for months now.
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Sørb@SoerbGames·
@LiterallyJeff Nope, it's actually way simpler than that! Just one texture sample in the fragment shader of the object (could even do this per-vertex instead). Because the light-map is so low-frequency (very blured), it's enough to just do one sample at worldPosition+normal*c
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Jeff
Jeff@LiterallyJeff·
@SoerbGames Is the computational overhead mainly in extra samples in the object shader? I'm guessing that you would have to sample the color buffer in a radius around the object to determine direction of light? Or can something like reflection probes / cubemaps be used?
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Sørb@SoerbGames·
*winks at you in gamedev* 😉
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Sørb@SoerbGames·
@hollowsound_ You just did 😅 But my dms are usually always open.
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Borna Žderić
Borna Žderić@hollowsound_·
@SoerbGames Hey i love this !!! Is there a way that i could reach out to you ?
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Sørb
Sørb@SoerbGames·
@LiterallyJeff Yeah, I was surprised how well it works for almost no computational overhead. If you have specific questions I can try to answer them here.
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Jeff
Jeff@LiterallyJeff·
@SoerbGames Nevermind, saw your answer on another post. Using the fluid color buffer, blurred and sampled as a sort of lightmap. Would love to learn more about that, it makes for a convincing realtime GI effect.
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