And more messing around with particles
Trying to reduce chunkiness and make some sort of continuous flow of smoke, although at the core, it’s still just a bunch of billboards.
2019-06-13 17:36:38 +0000 UTC View Post
Trying to reduce chunkiness and make some sort of continuous flow of smoke, although at the core, it’s still just a bunch of billboards.
2019-06-13 17:36:38 +0000 UTC View Post
Still a lot of work to be done here until this thing will be usable, but I think in general, whole idea of some smoke covering tyre surface before flying out might be doable.
2019-06-12 17:25:06 +0000 UTC View Post
First of all, I wanted to say, thank you for all the support! Sorry for the lack of updates, there were some things which needed to be sorted.
As for this effect, of course, it’ll be ...
2019-06-11 12:48:58 +0000 UTC View Post
Have you noticed that annoying flicker for distant lamp posts? This new shader should help to solve it, by dimming emissiveness with distance and instead replacing it by a glowing billboard, growin...
2019-05-31 02:26:12 +0000 UTC View Post
I really liked that shader in Watch Dogs, adding some depth to windows, so I tried to do something similar here. Sure it’s not as good as properly mapped interiors, but at least it’s much more ...
2019-05-31 02:17:47 +0000 UTC View Post
There are still a few problems with it, and it might be too expensive to use too often, but as an option, why not. And if there would be some major performance issues, it can always, optionally, be...
2019-05-24 00:13:56 +0000 UTC View Post
Made some extra versions of “smCarPaint” shader, for some special skins: one for chameleon effect, one for some rainbow-reflecting wrap (reference: 2019-05-22 21:17:59 +0000 UTC View Post
I have to say, it turned out to be much more complicated than I originally expected, but here are some first results — carbon with clear coat, so reflections (from clear coat) use one set of...
2019-05-14 01:08:22 +0000 UTC View Post
An alternative to stPerPixelNM_UVflow, because, if I understand correctly, it’s still not patched for Weather FX. I used original normal maps, which aren’t that smooth, as you can see here, and...
2019-04-17 02:58:46 +0000 UTC View Post
Before and after: https://acstuff.ru/u/comparison/NkI
I must say, this one was the thing that annoyed me the ...
2019-03-28 22:23:03 +0000 UTC View Post
Trickier to set trajectories, but performance-wise, it works much better than I expected! And we can even get particles colliding with track at almost no price. Here are some more videos:
As you might have noticed, there are still a lot of bugs to fix, so I have to postpone most of cool features, sorry about that. Still, some small new things are coming too (mostly to produce more b...
2019-02-10 04:48:19 +0000 UTC View Post
I’m still thinking about how could dynamic lights be more obvious in tunnels. Here, as one of solutions, Weather FX script raises sun intensity, sets custom auto-exposure options and binds dynami...
2018-12-29 01:17:10 +0000 UTC View Post
Part of upcoming Weather FX: accurate sun, moon, stars and planets movements, taking track coordinates, current date and time into account. Now, it’s possible to find north by stars! What else is th...
2018-11-25 01:36:49 +0000 UTC View Post
Just a short test of how AC particles might look if they’re dynamically lit, on per-pixel level. As you could expect, it’s terribly slow, but there might be some ways to optimize it (if nothing el...
2018-11-12 00:49:36 +0000 UTC View Post
If you’re interested, here is how new clouds might look. Or maybe not, depending on if they’re any good or not. I can’t really tell right now. 😅
I hope it’s all right if I’ll make posts...
2018-10-22 23:19:25 +0000 UTC View PostThank you for all of your support! I wanted to let you know, I decided to try and use Trello to make some sort of a webpage for shaders patch, describing all the implemented features, and with downloa...
2018-10-13 16:46:02 +0000 UTC View Post