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I wrote a reflection post 'What I've learned working for 2+ years as a VFX Artist in games'. It might be useful for those who are starting out to avoid some pitfalls ✨
You can read it here: bit.ly/3QpBGYr

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Added a new Texture Pack to my VFX Texture Database!
DB Link: vfxtexdb.simonschreibt.de
Pack Link: simonschreibt.notion.site/Texture-Packs-…
#gamedev #vfx #realtimevfx

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The difference between animation on threes, twos, and ones - levels of inbetweening in 2D FX
#RTFX #2DFX #animation #fire
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Third #UnityTip in a row!
> Bounding rain with movement. 🌧️📦
As the player-camera moves, particles can simulate...
1. Local: particles move with the camera.
2. World Space: camera moves through particles.
The first will look strange because, in the real world, rain doesn't move with you, and the second has limitations in that moving too far/fast outside the emitter will require time for additional particles to spawn. The problem with #2 can be mitigated by using Rate over Distance, but now you'll likely have to spawn a lot more particles.
Solution? Loop the SAME particles into a bounding box while simulating world space, thus allowing the emitter to move, spawn particles freely, AND force them to always stay with the player.
This can be done via shader (passing each particle's center position through custom vertex streams), or C#.
#unity3d #gamedev #indiedev #vfx #realtimevfx
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Aeに慣れるために使える神チュートリアルサイト2選
・モーション周期表 foxcodex.html.xdomain.jp/index.html
・トランジション周期表
transition-b89.pages.dev
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The splash art shader I made for Tomb Raider Reloaded. It uses some edge detection and gradient maps to create the sketchy look. It transitions from all white, to pencil work, values, then the final render.
#VFX #MadeWithUnity #realtimeVFX
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Value erosion, expanded! Here's a useful distinciton between a regular and normalized approach. Normalized will hold onto the value and color better. #realtimeVFX #UnrealEngine #gamedev
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