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At long last, SDF material textures are supported in my engine! I've decided to go for a textural and slightly hand-painted look. Currently using color and normal maps, might consider roughness as well. 1/
22,737 Aufrufe • vor 2 Monaten •via X (Twitter)
15 Kommentare

Switching to baking material palettes and blend-weights is what made this possible, as previously there was no concept in the baked SDF of a specific material (or blend of materials) being used (just the material properties at each point in space). 2/

I described this here: Anyway, excited to get a lot more variety into the underground digging part of the game. /end

how do you "UV map" the material onto the geometry? Is it worldspace triplanar mapping everywhere or something more clever?

Yep, world-space triplanar mapping. I've considered adding in a volume texture as well, but the simple approach seems to work pretty well right now

thanks for replying!!

Looks nice!

Thanks!

this would be great for a surgery game

This could be good keepp goin

looks interesting🤔

So cool to see SDF techniques getting so advanced.

Sí, incorporar el mapa de rugosidad te ayudará muchísimo a controlar los brillos especulares en las aristas de los SDF.

Eye catching stuff. I'm curious what animations would look like. For example this blob of sand is statically "welded" onto the pipe but what if this material had gravity?

Yeah, definitely would be interesting to try stuff like that, though would also increase the computational overhead a lot

The result is really super cool!
