Shahzod Boyhonov

474 posts

Shahzod Boyhonov

Shahzod Boyhonov

@specoolar

Technical artist

เข้าร่วม Şubat 2021
118 กำลังติดตาม12.5K ผู้ติดตาม
Shahzod Boyhonov
Shahzod Boyhonov@specoolar·
@_survivorr123 No, they are imported from blender. Sorting is done in Blender. They don't rotate. The grass system moves with the player, so the player is always in the center of the system. But the movement is not noticeable to the player.
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survivorr
survivorr@_survivorr123·
@specoolar how do you pre sort towards the camera? does the full game object rotate in a way thats not visible to the player? are meshes constructed during runtime?
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Shahzod Boyhonov
Shahzod Boyhonov@specoolar·
Custom grass system. No instancing, no Compute shaders. Just game objects splitted into chunks with LODs. Displacement in vertex shader. Their geometry is pre-sorted towards the camera to minimize overdraw. Unity automatically handles culling as they are just game objects. #madewithunity #realtime
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Puzzle Paws
Puzzle Paws@paws4puzzles·
@specoolar Smart move skipping compute shaders for mobile. Pre-sorting geometry for overdraw is that detail most miss. What's the draw call count?
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lowiqcatsoupial
lowiqcatsoupial@lowiqmarsoupial·
@specoolar steamframe plz!! I'm not buying anything from meta ever again
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Fatwa AR
Fatwa AR@penfantasi·
@specoolar If you post something 3d i kinda default you share something in blender 😅😅
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MysteryPancake
MysteryPancake@MysteryPancake1·
@specoolar it's also quite useful for fire and flame looking things
MysteryPancake tweet mediaMysteryPancake tweet media
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Shahzod Boyhonov
Shahzod Boyhonov@specoolar·
@MysteryPancake1 Yeah, seems like the same method. I just did multiple light bounces inside the object using repeat node. I needed an animated water caustic texture. I found this method very effective and accurate compared to Cycles caustics.
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Shahzod Boyhonov
Shahzod Boyhonov@specoolar·
@DX_Nacca Blender still counts this material as opaque. You need to connect transparent/semi-transparent shader to the output.
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DX
DX@DX_Nacca·
@specoolar It still doesn't work. ;-;
DX tweet media
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Shahzod Boyhonov
Shahzod Boyhonov@specoolar·
Water surface tension effect using Raycast node in shaders, Blender 5.1, eevee. #blender #b3d
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DX
DX@DX_Nacca·
@specoolar Do I need to change some settings for it to work correctly in Eevee? I downloaded the latest beta version and I can't get it to work. Note: it works correctly in Cycles.
DX tweet media
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Adrian Rutkowski
Adrian Rutkowski@_arutkowski·
new raycast shader node in Blender 5.2 is great #b3d
GIF
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Zoidrawz
Zoidrawz@Zoidrawz·
@specoolar Are you using a particle system setup similar to Unity? A flat plane with a texture that always faces the camera?
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Shahzod Boyhonov
Shahzod Boyhonov@specoolar·
Finally we can sample depth buffer using new Raycast node in shaders. Here is an use case with custom soft particles. #Blender #b3d
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cНежный король
cНежный король@nickelsidius·
@specoolar @Trinumedia I still can't figure out how you placed the Raycast and Follow Distance nodes in your node tree. They aren't in the Material nodes; they're located in Geometry Nodes. Please help me)
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Shahzod Boyhonov
Shahzod Boyhonov@specoolar·
@AndrzejSykut Yes, because Dithered materials overwrite the depth buffer, so the ray intersects with the object itself.
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Andrzej Sykut
Andrzej Sykut@AndrzejSykut·
@specoolar Does this work only on Blended materials? Seems to behave strangely with Dithered, or even with Alpha at 1
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