Thomaz Nardelli

412 posts

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Thomaz Nardelli

Thomaz Nardelli

@zazamorga

Technical Artist | Graphics Programmer | Shader boy https://t.co/9JMQfPrCV1

Viçosa, Brazil Katılım Ekim 2017
509 Takip Edilen3K Takipçiler
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Thomaz Nardelli
Thomaz Nardelli@zazamorga·
The surface is using a transparent, full metallic surface shader, the color is all in the post process, as using the plane with some blend resulted in a really plastic look 3/3
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Thomaz Nardelli
Thomaz Nardelli@zazamorga·
sparse voxel octree as LODs.
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TheDoddlerRO
TheDoddlerRO@RoDoddler·
As one of the first major guest contributions to the project, user zaza added an optional xray view for sprite rendering, optimized sprite and shadow rendering, and implemented batching for ground items. The game now performs way better with hundreds of items on the ground.
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Thomaz Nardelli
Thomaz Nardelli@zazamorga·
Built a basic rigidbody simulation running on the GPU, using hardware raytracing for collision detection Right now the RT is the biggest performance bottleneck, I imagine doing a coarse collision check with an SDF and only then performing the RT would speed things up quite a bit
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Thomaz Nardelli
Thomaz Nardelli@zazamorga·
@RoDoddler while in renewal it always felt a bit arbitrary and cheap not being able to hunt stronger monsters (in most part because of the exp reduction). However, it did feel much better here, and it was more rewarding to form a party, maybe a bit too much hahahaha
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TheDoddlerRO
TheDoddlerRO@RoDoddler·
@zazamorga The biggest thing is monster's subtractive defense hurts a lot if you're underpowered, probably more than any level based adjustment. Going after strong monsters without a good attack stat is already pretty rough.
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TheDoddlerRO
TheDoddlerRO@RoDoddler·
Amon Ra was a bit of a menace to the leveling party. I changed the way he behaved, he will periodically channel spells at players from his spot in the middle of the floor. You can avoid his attacks (the red cast circle) but you have to be paying attention.
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Thomaz Nardelli
Thomaz Nardelli@zazamorga·
Implemented some basic PCSS in URP today, I remember trying to do this years ago and failing miserably, now it just took a few hours, guess I did learn something after all
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Thomaz Nardelli
Thomaz Nardelli@zazamorga·
having some fun with DXR in URP please ignore my atrocious attempt at denoise and reprojection...
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Thomaz Nardelli
Thomaz Nardelli@zazamorga·
here's a video of the final result, now i just need to record the actual tutorial, which i feel will be the hardest part of this entire project #madewithunity #URP
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Thomaz Nardelli
Thomaz Nardelli@zazamorga·
working on a small volumetric fog tutorial for URP i'm kinda bad at explaining stuff so i'm trying to keep it simple, going for a more stylized approach instead of physically accurate i do like the look tho
Thomaz Nardelli tweet mediaThomaz Nardelli tweet media
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Pedro Damasceno
Pedro Damasceno@pe_damasceno·
Yoo everyone, these past few months I had the pleasure of being able to work on the new League of Legends game mode. Thanks to Envar Studios and Riot :D. Hope you are having fun #gameart #handpainted #stylized
Pedro Damasceno tweet media
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Thomaz Nardelli
Thomaz Nardelli@zazamorga·
@BenSimsTech Yeah, for this game specifically it's doable, since there isn't much else going on in the GPU I also had to make the cloud less dense than I wanted because of aliasing issues... it's great, but definitely not an end all solution
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Ben Sims
Ben Sims@BenSimsTech·
@zazamorga Fair enough, 512 depth slices is a lot! Like you mentioned, modern GPUs can handle it, but it depends how much you're doing into the rendering pass. At 1080p, that's 1 froxel per 12 pixels, at 4k its 1 per 24. Which is quite low res, I think games tend to do 1 froxel per 4-8 px.
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Thomaz Nardelli
Thomaz Nardelli@zazamorga·
volumetric clouds/fog using froxels not sure if surprisingly cheap or if new gpus are just that fast #madewithunity
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Thomaz Nardelli
Thomaz Nardelli@zazamorga·
@BenSimsTech In this video i cranked it up to 160x90x512, so a little less than a 2D 4k RT, but I can still get good looking results with a depth of 64, less than that and it gets rather ugly also worth mentioning that there is no reprojection and that I'm using a big far plane, not ideal
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Ben Sims
Ben Sims@BenSimsTech·
@zazamorga What resolution is the froxel grid? I've found that it gets too expensive in terms of VRAM and shader time to maintain detail over long distances, compared to raymarching. (For vol clouds and atmospheric scattering with sky occlusion)
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Thomaz Nardelli
Thomaz Nardelli@zazamorga·
@danielsantalla Here's a nice presentation gdcvault.com/play/1020397/A… In my implementation I use a compute shader to calculate all the lighting, noise, etc into a 3D texture and a blit for the actual raymarching in CS weirdly it was way more intuitive and simpler than just the raymarching in WS
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Pedro Damasceno
Pedro Damasceno@pe_damasceno·
Yo #PortfolioDay. I'm Pedro, a Brazilian environment artist. Previously worked on Wild Rift, Relic Hunters, Square Enix, etc. I am currently working at Moon Studios and freelancing for Stoic Studios... (you can also see 2 pixels that I made on Earthblade hehe)
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Thomaz Nardelli
Thomaz Nardelli@zazamorga·
Finally I'm sampling a cubemap with my refraction and reflection vectors and composing the object inside the ice (4/4)
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Thomaz Nardelli
Thomaz Nardelli@zazamorga·
During the raymarcher I'm also checking for collisions in the depth buffer, if it does, I also save the Screen UV coords from the collision point (3/4)
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