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Finally figured out Cloud Material Density Sampling by a compute shader directly. You have no idea how many hours I've put into this... 😂 But the benefits are crazy - you can fast async sample clouds for lightnings placement or for the general gameplay purposes.

16,851 просмотров • 1 год назад •via X (Twitter)

Комментарии: 6

Фото профиля Dmitry Karpukhin
Dmitry Karpukhin1 год назад

And this is how simple the example blueprint looks shown on the video. Big kudos to @SebHillaire and for some useful insights and code snippets!

Фото профиля Page to Pixel Publishing
Page to Pixel Publishing1 год назад

The Art of Flight is a homage to 80s/90s arcade action shmups with a fresh twist on the genre. Pilot multiple ships at the same time to take on oncoming waves of enemies in this fast paced space shooter. Wishlist on Steam today!

Фото профиля JohnnyBooooy
JohnnyBooooy1 год назад

That is pretty nice, good job

Фото профиля Tyler
Tyler1 год назад

Enabling/disabling "fly through" post process (water on screen, etc), lightning placement, distant rain card placement through Niagara data channels, adjusting exposure of under clouds... So many possibilities 🤩

Фото профиля Elliott
Elliott1 год назад

Looks awesome! And, lightning, you say??

Фото профиля Dmitry Karpukhin
Dmitry Karpukhin1 год назад

Yeah, with this approach you can arbitrarily sample locations to get a "valid" cloud density to do some things. Simple and fast!

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