NokiMo
pucklovesgames
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Work in Progress Updates

Here are some things I've been working on:

Up above you can see that the Subsurface Scattering rim mask (faking spherical normals to limit the effect to the outside edge of the mesh) that worked for foliage, also works for hair and faces - it basically just keeps the inner area of a mesh dark - so anything sticking out will get SSS. So red ears and hair highlights!

I've also been playing with Lit Smoke recently, and stumbled upon an interesting effect with pointlights where if you offset the noise by the light direction, for a pointlight that radial offset will create fake 'light rays' around the light. I'll do a more in-depth write-up of this effect soon.

Finally, something I'm very excited about, Object Stabilised Screenspace mapping. It's been eluding me for a while, but I finally managed to get it working. It's basically screenspace mapping (where the texture is always exactly facing the camera), but it's locked to the object's position, so it won't swim when the camera or object moves. I think this has a lot of potential to be used in interesting ways - can't wait to play around more with it! Thanks to Kyle for motivating me to looking into this again!

Here are the ASE nodes if you want to recreate this effect. There still might be a better way to implement it, this was just a first pass seemed to work.

I'm working on a few cool shader things recently, but that aren't fully cooked and ready share yet, and also preparing for a gamedev trip to PAX, GCAP (Game Connect Asia Pacific) and Unite in Melbourne at the end of the month, so there might not be any big update drops this month, but I'll  be getting back into it in a big way in November. I hope everybody understands.

Work in Progress Updates

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