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Made an atlas-based PBR landscape Uber material. UV breakup eliminates tiling repetition. Atlases can be as big as you like for endless variation. Paint splatmaps to reveal PBR textures. Massive variation with just 3 textures. #b3d #blender #blender3d #cgi

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Great question! 🤔 How do you simulate *multiple* layers of glass/refraction in video games? In the last breakdown, I discussed how to create a glass shader in Unity URP. In essence, we were taking the render of the scene from the camera without any transparent objects. This is available in URP as the global _CameraOpaqueTexture. This is good enough for most use-cases, and more or less the classic way of doing it. 🔍 What is _CameraOpaqueTexture? As the name implies, there are no transparent objects rendered into this texture, so it's not possible by default to have something like a transparent-type ocean material/shader rendered through a refractive glass shader (which samples and distorts this texture to render on its surface, as if it's transparent). ⚠️ Why it’s tricky: It's much easier to sort without much further setup if you don't have refraction, and only a transparent material, because in that case you're not simulating the transparency yourself via sampling the rendered scene texture. But for refraction, it's required-- unless you want to go down the ray/path tracing route. You could simulate accurate, real dispersion... and that's about as expensive as it sounds, and it requires a rework of your entire rendering. --> 🚫 It's not a viable suggestion to offer. 📚 There are well-known terms regarding transparency sorting you can search up, but as you've specifically asked for refractive boxes, I'll discuss briefly about that. 🧱 Simulating layers of refraction: For this kind of rendering, you need some way to render the backfaces before rendering the front. And the backfaces that are rendered may contain whatever data you'd like for additional processing in the layer front-facing mesh render. 🧪 Examples: You could render the back face as a glass shader of its own, as an intermediate step after _CameraOpaqueTexture. Then you sample this texture instead and you end up with multi-layered refraction, "just like that". You can also render the back normals only, via a fully opaque shader, and use that to manually account for that during the front render. You could even bake in data needed for thickness in realtime. 🛠️ Without making it complicated for yourself, the most straightforward method is via render textures, and you can easily set some fractional resolution. Cameras in Unity have an open slot for target textures to render to. You can use custom render textures to process _SelfTexture2D. ⏱️ It's great to do low-resolution processing for more complex tasks, like blurring and caustics. You can get massive performance boosts, considering the square law and number of pixels/fragments that need calculations (quadratic scaling). 🚧 I've not fully exploited the possibilities myself, but research/development with PRISM is ongoing!

Mirza Beig

61,468 views • 1 year ago

On Figma Motion, my demo & review. This is one of those updates that clicked swiftly into my workflow. Like in my 3D pipeline, using this stick shift animation, I emphasize hardware feedback with motion from Figma Motion. Assets are animated in Fig Motion and loaded into Blender as video textures for mesh and material control. It's advantageous since it is built into an ubiquitous ecosystem. A lot of work these days start in Figma even for someone like me that works outside the tool frequently. Can't over-emphasize my appreciation for the schema used to introduce motion to nearly all properties. Reminds me of how motion works in Blender - with better complexity management. Better than introducing more menus for those. Ease curves iD between keyframes is also an improvement over existing systems. Having spent some time on the tool, here are updates I'll like to see to Figma Motion. These are based on my immediate needs as at the time of working on this demo: • Using modifier keys (CMD, Shift, Ctrl) to jump / nudge across the timeline. E.g: holding down Shift key to make the playhead jump 100ms etc. • Jump to previous or next keyframe. • Better anchor point trails • Renaming layers from the timeline as well. • Editable custom bezier styles: after saving a style, I should be able to edit the curve - just as you can edit colour styles. • Enable transform on the timeline. I should be able to flip or scale keyframes. I hope to continue trying more ideas. Craft focused tools have had to take a backseat in recent times. Pleasing to see this come to light.

seyi

29,044 views • 1 month ago

🎓Learn how to create a powerful Torn Fabric smart material in a matter of seconds in my latest video series (AAA) Pro Tips! This smart material can be used on virtually any 3D asset. ____________________________________________________ In this video, the steps are as follows: 1. Create a base fill layer containing no information. We will use this layer to call out the core effects. Add a black mask to this layer and inside that mask add a paint layer and draw a simple pill shape. 2. Next, add a blur directional and be sure the direction is the same direction that your fabric is flowing to. 3. Add a UV border generator set to subtract to mask out any uv seams followed by an anchorpoint. Additionally, add a messy Fibers 3 fill layer set to overlay. 4. Use a levels to adjust the mask along with a sharpen filter. A warp filter should also be added to introduce some randomness. Add an anchor point at the top of the mask as well. 5. Create another fill layer with its opacity channel set to black and apply a black mask to the fill layer. Inside its mask retrieve the anchorpoint information from the previous fill layer. 6. Create an additional fill layer with a bright diffuse color along with a black mask applied to it. Add the anchorpoint information from the previous mask into its mask as well and this should give us some white fibers on the edges. Now we have a torn fabric effect wherever we paint using the paint layer created inside the callout mask! ____________________________________________________ More AAA Game Dev Tips can be found on my YouTube channel here: Stay tuned for more weekly Tips! Happy Texturing!💚 #gamedev #gameart #tutorial #3dmodeling #hardsurface #texturing

Cohen Brawley

78,816 views • 2 years ago

We are excited to share #PDF2Audio, an open-source alternative to the #podcast feature of #NotebookLM with flexibility & tailored outputs that you can precisely control in the app: You can make a podcast, lecture, discussions, short/long form summaries & more, including the use of the amazing🍓o1 model (Sam Altman OpenAI: with stunning results!). Code & HF Space: You can find #PDF2Audio on GitHub for local use or try the Hugging Face space, all featuring Gradio. Link to the repo & HF space in the reply. Thank you @knowsuchagencyfor the great work on #promptic and #pdf2podcast, as well as LiteLLM (YC W23), & AK for helping us with the Hugging Face spaces version. We hope that this tool is useful for the community. Background: Developing audio podcasts, lectures, & summaries from complex documents & data has become an exciting trend with impacts from research to education to business. Our open-source #PDF2Audio tool that allows users to utilize various models such as #o1 or local/open-source models, to develop deep-dives into technical content. Example application - material design analysis: As an example to show what the system can do, check the video for a detailed 13-minute analysis of one of the designs created by #SciAgents merging silk & dandelion pigments, created using 🍓o1. The conversation describes the new material, an integration of silk proteins & luteolin/dandelion pigments to create a new biomaterial. Silk, a natural #nanostructured protein-based fiber known for its strength & flexibility, is combined with dandelion pigments like luteolin, which offer unique optical properties. By merging these components at the nanoscale level, the resulting material displays structural coloration—vibrant, tunable colors created by the material's structure rather than synthetic dyes, and leverages silk's hierarchical organization as a scaffold for the pigments, ensuring uniform distribution and non-covalent bonding at the molecular level. Key technical features include: ➡️Low-temperature processing to maintain the integrity of both silk and pigments while reducing energy consumption by 30%. ➡️Enhanced mechanical properties, with tensile strength up to 1.5 gigapascals. ➡️Potential self-healing capabilities and environmental responsiveness, allowing the material to repair minor damage and change color based on environmental conditions. ➡️UV protection and antimicrobial properties, which make this material ideal for smart textiles, eco-friendly coatings, and medical applications. This development opens new doors for sustainable materials, offering an eco-friendly alternative to synthetic fibers with applications in various industries, from fashion to healthcare.

Markus J. Buehler

208,441 views • 1 year ago

We got new Crimson Desert gameplay, showing off the combat, progression system and more of the world, and this game continues to look insane. Here are the highlights: - Multiple different weapon types including: Sword and shield, Spears, Greatswords, Axes, Dual-wield swords and ranged weapons such as guns - Use mounts during combat such as bears, mechs and dragons - Melee combat allows you to utilize actual martial arts and massive combos - Three playable characters, Cliff seems to mostly use melee weapons, a female is focused on magic and ranged weapons such as a rifle, and a male orc who serves a barbarian role. It does seem like you can mix and match abilities between them - You can grab, throw and kick enemies to create chains of attacks. Slide is another ability that can be chained with double jumps and kicks - Swap weapons mid combat and you can enhance weapnos with elements such as spark damage - A grapple hook can be used to scale up walls and swing into attacks - Progression is based on acquiring artifacts, which are found by defeating bosses and at the end of dungeons as well as hidden across the world - Some skills are earned by observing others use them out in the world - You can use a sort of helicopter blades umbrella to fly around the world - Buy, find or craft gear to use in combat. Gear is upgradeable as well - Crafting/Upgrading is highly detailed, for example you can go and mine for certain materials in caves, you will also need to hunt animals or defeat bosses for certain materials as well - Crafting materials can be obtained through quests and in hidden locations as well - Add special effects to weapons and armors at certain vendors such as Wizards - There are flying bosses that you will have to fight in the skies such as flying metallic birds that you can land on Crimson Desert is launching on March 19th on Xbox Series X/S, PS5, PC and Mac. Every time we see more of this game, it feels like a true GOTY contender that will be an absolute amazing massive experience. I truly hope it lives up to the hype!

Synth Potato🥔

224,722 views • 6 months ago