Video yükleniyor...

Video Yüklenemedi

Ana Sayfaya Dön

Technical Artist Ken Deng released VFX Texture Lab, a free Unity tool that lets artists make common texture edits, like mask cleanup, gradient mapping, and channel packing, without leaving the engine. 🎨 Check it out: #unity3d #realtimevfx

13,821 görüntüleme • 2 ay önce •via X (Twitter)

0 Yorum

Yorum bulunmuyor

Orijinal gönderinin yorumları burada görünecek

Benzer Videolar

🎓Learn how to create a powerful Dynamic Embers 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 fill layer to then apply the base maps for our asset into it. 2. Bake out the world space, AO, Curvature, and Position maps. These maps will be crucial for the smart material to function. Also, be sure to add an emissive channel to the project. 3. Next, create another fill layer labeled (Fire animation gradient) with a black mask and inside the mask apply a paint layer. Select the paint layer and paint a simple pill shape using a soft brush. Add an anchorpoint to the mask and disable all channels in this fill layer. 4. Create a folder labeled (embers smart material) and set it to pass through. Add a paint layer inside this folder and set it to pass through as well followed by an anchorpoint. 5. Create another fill layer and apply the paint layers anchorpoint information into its color channel. From here an HSL filter should be added to desaturate and darken the colors. 6. Next, create an additional fill layer with an orange-colored emissive channel. Add a black mask to this fill layer and inside its mask apply a dirt generator. This will give us the illusion of the embers glowing from inside the charred tree. Duplicate this fill layer and tweak its emissive color to a yellowish hue and reduce its mask amount. Do this a second time but with a white-colored emissive channel. This will now create an effect of the embers appearing brighter the deeper they are inside the tree. 7. Lastly, add these layers into a folder with a black mask and apply the (Fire Animation Gradient) anchorpoint into its mask via a fill layer. Now we have a charred embers effect wherever we paint using the paint layer created inside the gradient mask! This gradient mask can also be exported into Unreal engine to create some stunning real-time dynamic animations or the new material can simply be used for in-engine vertex painting. ____________________________________________________ More AAA Game Dev Tips can be found on my YouTube channel here: Stay tuned for more weekly Tips! Happy Texturing!💚 #gamedev #gameart #3dmodeling #texturing #madewithsubstance #ue5 #unrealengine #unity #vfx

Cohen Brawley

46,031 görüntüleme • 2 yıl önce

🧑‍🏫 How to make a glass/refraction shader: 🍷 Refraction will ultimately have the effect that whatever is behind your mesh should appear distorted by the surface of the mesh itself. We're not going for external caustics projection, just modelling glass-like, distorting "transparency". 🌆 In Unity, you can sample the *global* _CameraOpaqueTexture (make sure it's enabled in your URP asset settings), which is what your scene looks like rendered without any transparent objects. In Shader Graph, you can simply use the Scene Colour node. 🔢 The UVs required for this texture are the normalized screen coordinates, so if we offset/warp/distort these coordinates and sample the texture, we ultimately produce a distorted image. We can offset the UVs by some normal map, as well as a refraction vector based on the direction from the camera -> the vertex/fragment (flip viewDir, which is otherwise vertex/fragment -> camera) and normals of the object. 📸 Input the (reversed) world space view direction and normal into HLSL refract. **Convert the refraction direction vector to tangent space before adding it to the screen UV.** Use the result to sample _CameraOpaqueTexture. refract(-worldViewDirection, worldNormal, eta); eta -> refraction ratio (from_IOR / to_IOR), > for air, 1.0 / indexOfRefraction (IOR). IOR of water = 1.33, glass = 1.54... 💡 You can also do naive "looks about right" hacks: fresnel -> normal from grayscale, which can be used for distortion. Or distort it any other way (without even specifically using refract at all), really... 🧠 Thus, even if your object is rendered as a transparent type (and vanilla Unity URP will require that it is), it is fully 'opaque' (max alpha), but it renders on its surface what is behind it, using the screen UV. If you distort those UVs by the camera view and normals of the surface it will be rendered on, it then appears like refractive glass on that surface. > Transparent render queue, but alpha = 1.0.

Mirza Beig

125,253 görüntüleme • 1 yıl önce

I solved building decks with AI agents — by giving them a CLI tool like Powerpoint or Google Slides. AI could already make a beautiful deck if you asked it to using Ant's pptx skill. The problem was working with it. If it made one alignment mistake, fixing it on one slide would break something on another, and it became a game of whack-a-mole. One time I spent two days playing AI roulette, hoping the next prompt would finally fix the thing, and ended up building the whole deck by hand because I was on a deadline. So I built Hands-on Deck. And the reason it works is that this isn't just a skill — this is PowerPoint. The actual application: PowerPoint, Google Slides, Keynote, whatever you use. This is that, but for an agent, presented as a CLI. Every gesture you make in a deck app maps to a command. Click a box and type, drag a shape from here to there, look at a slide – agent can do it all in a command. And that changes how the agent behaves. With this CLI it works and thinks like a designer — it looks, makes an edit, looks again, makes another surgical edit. Compare that to Anthropic's pptx skill, built on the idea that Claude is a great programmer: it literally writes code to manipulate the deck, hand-editing XML and hoping it doesn't break anything else in the middle. The real test isn't creating something once — it's whether it can make surgical edits like you want. That's what I did in this video walkthrough and my claude crushed it! Check it out for yourself. So decks can be built like a designer now — with real flavor and taste. If you spend hours every week on decks, this gives those hours back. You can install it as a skill in Claude Code, Codex, whatever you use. Works every harness that supports skills. Let me know if you make something cool with it.

Nityesh

69,784 görüntüleme • 1 ay önce

Should Creatives Be Worried? Reflections on the Copyright Bill Debate. Parliament debated the Copyright Amendment Bill 12.03.26 during its 2nd reading, & the discussion raised several concerns. 1-The Rt. Hon. Speaker AAA asked why radio stations like her own mama bukedea should pay royalties to creators (artists) yet the stations are already promoting their work by playing their music. 2-Another MP argued that artists themselves often pay DJs and media hosts to promote their music, questioning why radio stations should still be required to pay royalties. 3-One submission called for a cost benefit analysis of the bill to clearly show what Artists stand to gain or lose if the law is passed. 4-Concerns were also raised about artists who may want their music promoted for free without media houses paying royalties. Dont they have liberty to choose? 5-Another MP argued that once an artist releases their music, it becomes public, and therefore people should be free to use it however way they wish without payment. 6-A further suggestion was that if artists want this bill passed, government should also begin taxing their revenue & income from public performances sighting zero tax compliance yet they want to be paid. The debate was eventually cut short due to a lack of quorum. However, a few observations stood out: 1-The debate focused mainly on music, overlooking the wider creative industries that copyright laws protect. 2-Some MPs seemed unaware that copyright protection is already a global standard for safeguarding creators’ rights. 3-It is unclear whether the proposed amendment was benchmarked against international markets with established copyright systems, since it does not introduce a new concept. 4-what Should be be the middle ground between media owners and creatives Without strong copyright protections, creatives may continue depending on occasional government support instead of earning sustainable income from their intellectual property. So i ask: should creatives be worried yet or you sense good will of passing the copyright amendment law? Dear creatives Watch👇🏻 Lets discuss. #NBSAfter5 Video credit : UBC UGANDA

Douglas Lwanga

49,601 görüntüleme • 4 ay önce