We make games and technology.
Currently we're developing Rising Sun and the Motor engine.
Looking for:
- Level designer
- 3D Artist
- Musician/Sound designer
Ray traced lighting in the alien temple scene.
1. Specular (model has no roughness map)
2. Diffuse
3. Final image (with ray traced shadows)
4. Final image without #raytracing (blended probe lighting)
Captured on a GTX 1060.
#madewithmotor#gamedev#indiedev#rendering#shader
@bjornornorn Hello. I would like to ask a question about the code you prove in the article.
Would your algorithm also work in other color spaces (P3, BT.2020, or even custom), as long as I implement "linear_*_to_oklab()" and "oklab_to_linear_*()" functions for my color space of choice?
@XorDev This is a common advertisement tactic. I constantly get followed by all kinds of developers and game twitters, because they are just trying to get me to click on their profile.
If we were to store the position of every pixel (slow and uses lots of memory) instead of reconstructing it from depth, we could selectively freeze pixels in time and space. This is something we would like to explore in the future.
#madewithmotor#gamedev#indiedev#rendering
In this thread we'll show some work we did almost two years ago (excuse the bad graphics) for our "trippy effect" (unfinished).
Videos are posted in chronological order.
In this video we are messing around with freezing the history frame used for reprojection.
#madewithmotor
Here we additionally change the color based on time (offsetted by the original pixel color).
We now also have a slider for controlling the trippyness amount.
Note how even the slider label is corrupt.
#madewithmotor#gamedev#indiedev#rendering#shader#glitch#glitchart