Mostrando entradas con la etiqueta Shader. Mostrar todas las entradas
Mostrando entradas con la etiqueta Shader. Mostrar todas las entradas

Plotting a function in openGL



I remember being intrigued back in the day about how did the Graph Plotter node in Unreal Engine worked.
I always saw that due to the uneven UVs aspect ratio it created glitches, stretching the plotting line.
This is obviously a minor issue, but I tried to research how to avoid this.

It turns out that using the gradient of the function can fix this, because it creates a "height map" following the line of biggest grow.
The maths behind this require a good background in algebra and it is very nicely explained in the following link at Iñigo Quilez website (a great source of computer graphics knowledge).

https://iquilezles.org/www/articles/distance/distance.htm

He also implemented it very nicely in this link:
https://www.iquilezles.org/apps/graphtoy

I will have a look in the future at filly implementing this in Unity.

Have a great rest of your day,

UNITY - Gerstner Waves in Unity


I have implemented a Gerstner system in Unity. This was done with the help of several tutorials I found on the internet. I am quite happy with the result. I guess the next step is to add a proper water shader!

The waves are generated in the shader directly and it supports up to 3 waves added together.
Another thing I would like to have a look in the future is to calculate this in the CPU and movingthe verteces directly in the CPU.

Kind regards,

UNITY - SDF in Unity



So just to continue with my SDF and Ray marching adventure I implemented it inside unity, using a very similar shader. This was done with the help of all the great people on theinternet!




First Ray Marcher

I  have been wanted to have a look at this for a while and I finally found the time to do it.
This is a very interesting subject for me because this simple concept can develop into much more complex ideas, like generate a beautiful looking cloud system.


UE4 - Meditation project for HolospherVR

I'm proud to show this cinematic for a project done at Holosphere by our great team!
I worked in most of the foliage props, shaders and optimization, as well as some VFX and the whole cinematic too!


Razor blade

Ey guys,

Here you can find a little asset I did this weekend :)
For some reason, facebook does not preview the asset, so you need to click on it! 

https://sketchfab.com/models/d6fbad03e34340ffabac45f659eb278f

It is still a WIP, so any critiques are wellcome!
Thanks!
Portfolio: https://juanmoraga.carbonmade.com/







 

 



Playing with Phyre!


Hi everybody!
This is a quick upload on a scene I did in Phyre Engine to test out a stylized artstyle for our game!
It is inspired in a Firewatch promo image and a model I saw made by timvizesi (https://sketchfab.com/timvizesi).
I hope you like it :)
Juan.









Season 4 of Talking Tom and Friends Finale is here!!

We have finally launched the last episode for this season! I am very happy to be working with such an amazing team with people coming...