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poiyomi

@poiyomi20,923 subscribers

Github: https://t.co/1S4nPCH7u6 Discord: https://t.co/RPRf3YiJFI Patreon: https://t.co/9igTlpxQZJ

Shorts

Working hard on new 10.0 features. This one is still glass-related :)

Working hard on new 10.0 features. This one is still glass-related :)

314,230 次观看

You can use dissolve without actually having it dissolve. Maybe you just want your clothes to be on fire :)

You can use dissolve without actually having it dissolve. Maybe you just want your clothes to be on fire :)

93,616 次观看

Ran into someone using the constellation feature in a cool way!

Ran into someone using the constellation feature in a cool way!

65,436 次观看

Just a few more scripts to write and 10.0.0 Early access will begin I'm calling it early access because 10.0 is far from complete but I want people to play with it.

Just a few more scripts to write and 10.0.0 Early access will begin I'm calling it early access because 10.0 is far from complete but I want people to play with it.

63,704 次观看

While fixing some lighting bugs in 10.0, I made it so sub-surface scattering can properly cast light through a summer dress.

While fixing some lighting bugs in 10.0, I made it so sub-surface scattering can properly cast light through a summer dress.

30,862 次观看

A lot of people use decals with poiyomi, but they don't realize you can select the mesh and use the handy positioning tools.

A lot of people use decals with poiyomi, but they don't realize you can select the mesh and use the handy positioning tools.

98,570 次观看

New "Squish" feature in Unity

New "Squish" feature in Unity

36,777 次观看

Prototype Complete! Each section will have a button you can press to play a little tutorial video showing what that feature can do. (Videos are streamed MP4's, so no extra package size)

Prototype Complete! Each section will have a button you can press to play a little tutorial video showing what that feature can do. (Videos are streamed MP4's, so no extra package size)

20,734 次观看

I added spritesheet support to Glitter for poiyomi 10.0 so you can add variety to your glitter shapes.

I added spritesheet support to Glitter for poiyomi 10.0 so you can add variety to your glitter shapes.

39,790 次观看

I've been working on the new 10.0 Dissolve and look forward to showing what it can do soon. But for now its bed time...💤

I've been working on the new 10.0 Dissolve and look forward to showing what it can do soon. But for now its bed time...💤

33,955 次观看

I added the option to have random colors for the constellation effect. It works similarly to glitter, so it was a simple but nice addition.

I added the option to have random colors for the constellation effect. It works similarly to glitter, so it was a simple but nice addition.

30,066 次观看

With poiyomi 10.0 supporting sprite sheets you can now animate your glitter. (This is still just one texture read, not much of an additional performance cost other than what comes from using a texture in the first place)

With poiyomi 10.0 supporting sprite sheets you can now animate your glitter. (This is still just one texture read, not much of an additional performance cost other than what comes from using a texture in the first place)

20,651 次观看

Working on improving fur and hair card rendering in poiyomi. I know most people don't use hair like this, but those who do, not to mention clothing and furries, this is a nice feature. Left Old, Right New

Working on improving fur and hair card rendering in poiyomi. I know most people don't use hair like this, but those who do, not to mention clothing and furries, this is a nice feature. Left Old, Right New

35,659 次观看

I was messing around with DepthFX to silhouette my body through this opaque dress. There's no transparency; it just colors parts with objects behind or not behind it. Maybe I should implement a feature where this happens automatically if the sun is behind you. 🤔

I was messing around with DepthFX to silhouette my body through this opaque dress. There's no transparency; it just colors parts with objects behind or not behind it. Maybe I should implement a feature where this happens automatically if the sun is behind you. 🤔

37,858 次观看

I'm upgrading the 2-pass shader so you can create effects like this without requiring overlapping materials or custom shader work. It'll allow for a lot of other, more normal things, but this one looks cool. This uses two materials, but it's a good example of what I'm trying to achieve.

I'm upgrading the 2-pass shader so you can create effects like this without requiring overlapping materials or custom shader work. It'll allow for a lot of other, more normal things, but this one looks cool. This uses two materials, but it's a good example of what I'm trying to achieve.

22,038 次观看

OK, I'm trying to provide more examples of what you can do because multiple people have told me the feature is dumb, because why would they ever force their head to look at people?

OK, I'm trying to provide more examples of what you can do because multiple people have told me the feature is dumb, because why would they ever force their head to look at people?

18,318 次观看

Working on improving the pathing module and implementing some tooling for it. The new gradient fill tool lets you easily generate gradient maps.

Working on improving the pathing module and implementing some tooling for it. The new gradient fill tool lets you easily generate gradient maps.

12,308 次观看

I got eye tracking working with the look at shader. It's all on one material and obviously it's not perfect but it's a good start. You can make it so it only does this in the camera to make sure you're always looking at the camera for photos.

I got eye tracking working with the look at shader. It's all on one material and obviously it's not perfect but it's a good start. You can make it so it only does this in the camera to make sure you're always looking at the camera for photos.

12,349 次观看

The look at shader is getting good. It's got distance and FOV falloff for the lookat now.

The look at shader is getting good. It's got distance and FOV falloff for the lookat now.

12,327 次观看

This isn't related to poiyomi, but if you want really high-quality tiled normals that don't look like artifacts and sandpaper when you move away, consider using fade to grey in the mipmap options so they fade out when you shouldn't see them.

This isn't related to poiyomi, but if you want really high-quality tiled normals that don't look like artifacts and sandpaper when you move away, consider using fade to grey in the mipmap options so they fade out when you shouldn't see them.

13,692 次观看

Videos