I made a stroboscope shader with the help of a friend, Michael Mendelson.
Perhaps you'll need something like this. then here it is:
I made a stroboscope shader with the help of a friend, Michael Mendelson.
Perhaps you'll need something like this. then here it is:
From time to time i will repost some stuff from my old blog here, simply bcs i find it still useful for myself today.
This is one of those posts
a facebook user asked how to recreate this effect in unreal.
i tried to make a mockup with one texture and a material that is additive.
the parameters of the material are set partly randomized inside the construction script of the blue prints that hold the material on box primitivesThis is the result
You can download the project here
Useful vector math friends helped me with.
Usually this friend is Jan Kaluza :) Check out his ressources
https://twitter.com/jkashaar
https://twitter.com/i/events/1064095060319498240
https://www.artstation.com/broadstrokes
https://www.youtube.com/channel/UCQo-M_M9BVl6ByloRxAMiYQ
Find Min Max values from Component Bounds for "Make Box" in the blueprint editor
i made a first weapon concept in oculus medium.
the concept itself is meh but it is my first one and i have to learn a thing or two about industrial design.
but testing out shapes in oculus medium is ultra fast and much fun.
you can get lost for hours under your VR headset
i did not use the highest resolution tho.
some modeling actions are also very inaccurate in VR.
this video tries to explain how to detect physical surface types of materials the player walks on and set some movement component settings accordingly to fake a slippy ground. i.e. make the player slide on ice or any other slippy surfaces.
in a recent lecture i just covered reflective materials like glass and water again.
since my last approaches were too complicated i tried to make the water material as easy as possible. sure it is then limited in its features, but it looks ok and has around ~350 instructions. the biggest problem might be, that there won't be any depth fade for intersections with this method. and obviously no volumetric depth which is not possible currently anyway as far as i know. pls comment if i am wrong on this one.
The Material Instance was modified this way
download the normalmap here
this water looks ok with planar reflections as also with a box reflection capture
box reflection
planar reflection
glas works pretty much the same as water but without the animations. also it has a switch for the use of a glass surface normal.
the material instance was modified like this
planar reflection
sphere reflection capture
a limited feature set for reflective materials works great. even without the (superexpensive) technique of planar reflections.
if the glass doesnt use normalmaps and bent surfaces, it wouldnt even be necessary to refract.
for large refractive areas use the refraction mode "pixel normal offset" to reduce visual separation of geometry features.