Code/Art Wizard @ Everglow Interactive | I made
@PartyPanicGame
| Looking for 3D generalist to work with, DM me if you wanna work together (see pinned tweet!)
LOOKING FOR A COOL ART PERSON TO MAKE GAMES WITH. PARTNERSHIP, MAYBE WITH FUNDING WHILE WE MAKE THINGS. PLS MESSAGE ME IF YOU THINK YOU FIT!
Info:
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Waterfall breakdown time!
Been working on this waterfall material for the last few days, I want to share a few neat things and gotchas I found when working on it. It's not very complex of an effect, really just a few panning textures!
🧵1/n
Animation and Rigging wizards, how are things like mario's "extra feet" set up and animated? Are they just extra bits skinned to joints? How do you keyframe their visibility? Just scale them down to 0 when you want to hide them?
📣 Introducing Unity 6, the next major release of
#Unity
.
We’re bringing back the clarity of our original release naming in one powerful, polished version. Unity 6 will be our next Long Term Support version, coming in 2024 🧵 (1/5)
#Unite2023
Playing with foam trying to blend the bottom part of river/waterfall a bit better. I made this effect that looks pretty cool. Totally looks like the foam areas are "growing" as it falls! Neato
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Wanna learn how I did these ripples and foam using "fake" decals? Might be a long thread but gunna go through it step by steps. There's a few things to cover first before we get to the COOL bits though!
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🧵Below!
Waterfall! Added in the new "wetness decal" things I've been working on, just have to place some volumes and geo inside will get WET!
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Rimlighting! Usually I'd do this just plugged into the material emission, but this would leave glowing outlines when the character was in complete shadow (and look dumb!) But doing it in a custom shader model like this allows me to mask the rimlighting by the shadowMask. Pretty!!
Neat ✨shader ✨trick for skybox uvs! Often we use wp.xz to scroll across a plane, but that leads to noisy artifacts in the horizon as the uvs get squished together. But if you just offset your skybox.y wp you can bend the UVS below the horizon!
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Flow decal buffer COMPLETE! Renders decal normals into a buffer and then blends that into the water surface! Can now have local flow at bases of waterfalls that differ from the global wind direction, etc! woot!
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Some people asked for a tutorial about how I did the cloud thing yesterday, am gunna stream to twitch ( and make a quick explanation, will upload to youtube after!
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Rimlighting! Usually I'd do this just plugged into the material emission, but this would leave glowing outlines when the character was in complete shadow (and look dumb!) But doing it in a custom shader model like this allows me to mask the rimlighting by the shadowMask. Pretty!!
Added horizon clouds in the distance that can be turned on and off independently of the regular clouds, kind of makes the horizon looks nicer imo!
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Added the flow decals on the water surface to make the water flow towards the shore...kind of unifies the effect with the water surface a bit better...but I think I need to generate a nice normalmap that matches the foam decal too... hmmm
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Trying to get that specific waterfall misty particle shape that falls and then disperses into mist. I think the particle needs a dissolve or a distortion or something as it looks a bit too static rn
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Water flow! Using vertex colors to control the flow direction, and flow speed (which just lerps between two sets of bracketed uvs, scrolling at fast and slow speeds!). Looks pretty promising
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Took some figuring but I came up with a way to make the surface foam look more visually cohesive with the rest of the waterfall. Especially during sunset because of the different surface angles the surface foam would get darker faster and looked gross. Shader shenanigans ensued
Anotha one. Simple rectangle texture as a flow decal. Will be useful for pushing flow in a specific direction or speed up rivers in an area for variable flow rates
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I guess they use a lot of mesh swapping which is interesting. Trying to learn how to set up something like this. I guess for things like the hand, you'd have the main wrist bone that controls movement, and then child bones for each mesh so you can scale them all to 0 but one?
One fun trick I've been using a lot to get a bit more visual interest on my mist/foam stuff. If you take w/e you use for opacity, and offset it a little bit and use that new value to drive a lerp between two colours, you can fake some nice scattering colour!
This is how the water decal system is coming along. Making normal mapped ripples at the base of waterfalls should be ezpz now! Time to work on foam :)
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Small breakdown of the waterfall blocking shader I posted the other day. This is a quick explanation of how it works! Graph in comments!
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Dithering away the top waterfall edge works nicely! (but also currently destroys the foam, so need to clean up material and see if I can sort out why they don't play nicely together! 😓)
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I found this "Sky Light Env Map Sample" node. If I use this into emission it kind of fakes a nice extra scattering in the mist from just ambient light only, and this scales down properly in overcast or low light situations without the weird emissive glow in darkness
A breakdown thread of how to make a simple sky-occlusion system. I'm using this to block snow/rain from showing up on surfaces inside caves, under trees, in houses. Also can be used to mask particles!
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Waterfall! Transition at the base now looks smoother and very acceptable. No longer a harsh line, but blended using PDO. Thanks for the tip
@GhislainGir
!! Am happy with that now :)
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Trying out adding some waves farther out, with height. Maybe I just use this to cover up the fact that there's no surface normals/ripples on the underlying water surface...
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First attempt at making some nicer water sparkles that kind of flow with the tops of the waves. Need to come up with a method to make them more visible at a distance as right now it's too much sparkles only at your feet!
Trying to make some soft looking mist that is dithered for the center bit of the falls to make it look like falling mist. I think this is the best I'm gunna get it. I think that's all the bits for now, time to put it all together properly