update on my Slime game💚
You sent your trusty minion into the nearby human city to gather intel. But it's summer.. keeping that slime hydrated is a serious commitment
#gamedev
#techart
#vfx
#realtimevfx
#UE5
update on my Slime game💚
I restarted the project from scratch after quitting Epic.
Made a new fluid solver that enabled real(?) slime movement and slimeling spawning.
Very excited about my plans <3 I've always wanted Splatoon mechanics in dungeons
#gamedev
#techart
#vfx
Slime simulation prototype I'd been secretly working on last year
Probably won't have time for it very soon so might as well let it see the light of day💦
#UE4
#gamedev
#techart
#vfx
#realtimevfx
my fluid sim talk is out🥦
translating it into English has been a lot more work than I anticipated.. hope you enjoy it
(see comment for full video)
#UE4
#gamedev
#techart
#vfx
#realtimevfx
Yeet your slime using a pan!
This idea struck me many moons ago and I had to give it a try.
Would you play as the dungeon lord wielding the pan? (each stir grants an attack bonus)
#UE5
#gamedev
#techart
#vfx
#realtimevfx
tip of the day:
you can generate a simple pizza-mask using math and occlude your smoke effects with it, so that the smoke wouldn't penetrate walls
#gamedev
#techart
#vfx
#realtimevfx
#UE4
Hologram VFX I prototyped a while ago for our automotive event
it's an urr.. engine, an unreal engine
wireframes were drawn as long sprites. can take any static mesh as input. parts marked by vertex color or UV. ya know the good stuff.
#UE4
#gamedev
#techart
#vfx
#realtimevfx
how does this look for a sellout thumbnail?
HD video:
ytb -
Artstation (highest video quality, I paid for it) -
or follow me here to keep up with latest slime news!
#UE4
Tip of the day
We often hook noise into refraction to mimic water waves or energy disturbance.
But if you dither the noises, the refracted pixels would accumulate over multiple frames, resulting in a smooth, frosty effect.
(thread)
#gamedev
#techart
#vfx
#realtimevfx
Tip of the day (or maybe the year. I've been hermitting)
Tree leaves too thick and sunlight can't come through at all? It's time for our friend ShadowPassSwitch to lighten up the mood
We will live stream🔴 our first Tech Art Show & Tell on Wednesday!
Our guests:
@DmawXXX
Magical 3D manga panels
@phyronnaz
Voxel workflow in
#UE5
and me talking about ghosts😌
👇Subscribe and hit 'Set Reminder' to get notified!👇
#gamedev
#techart
#vfx
Anime style death ray and smoke using
#ue4niagara
Tried to mimic hand drawn elements with exaggerated physics and distance function. Got some pretty unique looks😈
the first Matrix movie shocked me as a kid. the effects was too much
20 years later I've become the code rain master💚
a quick cut of VFX I made for this demo. hope you like my childhood dream
#UE5
#gamedev
#techart
#vfx
#realtimevfx
tip of the day:
want to tweak your shadows just slightly?
Shadow Pass Switch, besides sounding like a really cool game name, is a lesser-known node that allows you to deform/mask your mesh, but only for shadow
#gamedev
#techart
#vfx
#realtimevfx
#UE4
Many ask when game out. Currently, I'm prototyping for fun and researching - Funny to say this, but the slime is an extremely difficult engineering problem to solve. And designing art for it is like making coffee with.. a list of coffee atoms
#UE5
Tip of the day:
while in-game, console command 𝘷𝘪𝘦𝘸𝘮𝘰𝘥𝘦 [𝘯𝘢𝘮𝘦] can be used to switch view mode on the fly
very useful when you want to visualize stuff while actually playing the game (e.g. collision), or take a quick eye-candy break with 𝘷𝘪𝘦𝘸𝘮𝘰𝘥𝘦
With
#UE5
geometry streaming, mesh LOD and normal maps will slowly slip into history. This is how many triangles will be rendered on your PS5 game. You won't need normal maps, because triangles are pixel-sized.
Life Speedrun any% :
Yesterday was my last day at Epic.
Today I took my flight to London.
I've longed to make toys after my own heart. It took a lot of time and planning to switch gears and here I am. Still feeling surreal, and grateful for all the incredible friends I've made
in
#UE4
.25 particles will be able to read properties of other particles. with a galaxy brain you could do all kinds of amazing realtime simulations
my brain in quarantine:
I will talk more about SO many good things that came out of this experiment. Stay tuned!
Passing data between fluidsim and CPU with minimal latency is tricky, but super fun to play with once you made it work. So many possibilities
It's hard but also super satisfying, the moment I figured out how to keep the slime's form smooth while jumping, using a combination of surface tension, viscosity and anti-gravity force was pure joy and glory.
I'll continue posting my progress, with gamedev tips&tricks along the way.
There is no greater joy for a gamedev if you want to follow my journey of gooey discovery🟢
another awesome trick I learned from Mederic Chasse:
is to bake out the actual light scattering, from different directions
actually that thread is so great! I learned a shit ton from him. but I can't seem to find his twitter after some digging :\
made this game about reflection last year to learn about raytracing and
#UE4
Gameplay Abilities System
just realized it never saw the light of day
give it a sec to load. twitter violated the pixels so hard
I'm in the process of writing an in-depth tutorial about it. feel free to hit that like retweet button so I feel more morally obligated to work harder😈
Performance is good for mainstream hardware. It's basically UE4 Volumetric Fog and flavored with 5 million visual tricks.
Our simulation pro
@dmpvfx
has been making really rad tools for us to interact with in-game fluidsim
I'm trying to pressure him into posting on twitter more. Follow him to keep updated on our progress (like this breaking wave)
IF you are using custom facing vector for particle sprites, and have the misfortune to discover that the normal doesn't align correctly, here is a quick fix:
main part of my material looks like this, cheap as you can see🥦
first texture (noise) is used to mess with the UV according to camera view angle
second texture is what you want to show. mine is a tiled cloud texture
original post
@so_good_lin
@AlanZucconi
@minionsart
of course!! it ended up being surprisingly condensed and just like seven lines of code- i got the view direction in tangent space, sampled a noise texture, then sampled it again but this time offsetting the uvs by the tangent space view direction and the first sample value
happy new year everybody~ it's already 2021 here and it feels pretty futuristic
may your work be exciting, life be fun and may you always find new things to enjoy🍀
The entire philosophy of Gameplay Ability System is so beautiful. Everything is abstracted into tags - I needed DoubleJump to be allowed only once until the character touches ground again (naturally). And this rule can be implemented with a simple GameplayEffect using this
Tip of the Day:
If you are targeting newer hardware, add this in DefaultEngine.ini to get a more reasonable range for shader Complexity View
2000=bright white madness is too harsh for PS5 level. Keep tracking of overdraw budget. Small patches of 4000 aren't the end of world
10 days until the beat drop of
#UE5
🔥
also gonna write about
#UE5Niagara
simulation framework after that, aka how I did this thing that's finally feasible in vidya game history. stay tuned!
the new Demon Souls trailer was 🔥🔥
I couldn't get over how good the effects lighting looked and did some experiments in
#UE4
turns out you can achieve really nice soft lighting with Unshadowed point light combined with RTAO
#gamedev
#techart
#vfx
#realtimevfx
Testing a method to combine gerstner waves with shallow water simulation. Particles read the waves and feed back into the sim.
I'm doing a livestream tomorrow
@2pm
showing upcoming
#UE4
.26 Water tools (waves, caustics, foam etc).
Be sure to stop by!
#UnrealEngine
#GameDev
Some cloud experiments continued from
#UE5
#PS5
demo; here showing Flowmaps-3D function from 4.26. The Clouds are made from Curve Assets + hand painted density & flowmaps. Paint thunderstorms! Now as twitter video. Examples will be included in 4.26
#UE4
#realtimevfx
#cloudscape
the "Secondary Emitter" is already available in NiagaraFluid. You can use it to generate foam, or in my case, splash flipbooks
they are pushed around by fluid velocity field
I always believed that sharing free information leads to a better future for everyone. But at this pace of data theft under the mask of AI, soon my carefully nurtured educational posts on discord / twitter will be scraped, sold against my will and used to do the exact opposite.
LOL.
@StackOverflow
mods are experiencing some frustration as several users have been deleting their answers since the announcement with
@OpenAI
partnership. As a result, they have started suspending accounts that engage in this behavior. It's important to note that the "right to
Ok I guess this is it: Volume Path Tracing on Cloud shader toy:
!!!
BEWARE BEFORE CLICKING: one of the shader takes >3min to compile and may even fail.
!!!
Yeet your slime using a pan!
This idea struck me many moons ago and I had to give it a try.
Would you play as the dungeon lord wielding the pan? (each stir grants an attack bonus)
#UE5
#gamedev
#techart
#vfx
#realtimevfx
Tried compositing a scene outside of the window.
Moving around the entire world while seeing proper realtime GI is surreal..
#UE5
#lumen
#gamedev
#lighting
Super happy to be part of this demo. Besides its showcasing purpose (pure awesomeness) there are tons of not-so-UE5 gems inside too. Get in the train!😈
@denfaminicogame
Thank you for loving my slime! Appreciate your well-researched article. Very nicely written ❤️
If anyone has questions, this is the thread I'm monitoring :)
update on my Slime game💚
You sent your trusty minion into the nearby human city to gather intel. But it's summer.. keeping that slime hydrated is a serious commitment
#gamedev
#techart
#vfx
#realtimevfx
#UE5