01/09/2016
For all of you in need of a ton of sfx....
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02/07/2016
One last const pic before the animated gif.
We still need to adjust the specular and reflective properties of the wood, but it would be the last change to the shader... (probably)... everything else will be tweeking their parameters
02/07/2016
Some of the latest tweeks on the wood shader, the ocean and the projectors....
The "worst" part? Projectors on transparent materials and the limits of samplers in shaders
18/06/2016
New update on our procedural solid wood shader:
From the basics, noise also added to ring separation, and orientation of the "trunk".
After the albedo which we did some days ago, we also added the metallic and smoothness properties, some procedural bump noise (more visible in the highlights), and a simple tint... and let unity evaluate all the lighting from those parameters.
This is a realtime screenshot from the game window. The performance is currently so good, we will try to add some sort of procedural knots to the shader. We'll see.
Before that, we will need to change the shader of our titles from the in-game main menu (Rivers Under Roar and KTK) to use this new one. It is more time-consuming because you need to find in the "wood space" a good point with good figures.
Suzanne is also there :)
BTW, in this image, only ONE item is a real item from the game.
14/06/2016
Just IN... a shader for working with solid textures. No UVs here. Currently we're working on a procedural solid wood for it... we have special needs for all kinds of wood! :)
We just "finished" the basics. Still need to add more than just the albedo property, and more noise to some of the 3d parameters.
17/05/2016
Something we're working on... for Raft06 (we call it A BOSS)
12/04/2016
Last works on the terrain toolchain (procedural generation of underground terrain, based on existing dry terrain). Below is an image from the 2nd step of the toolchain - a simple mesh import into blender
15/03/2016
Something to check out
Free Houdini Engine Indie
Side Effects Software is excited to announce the release of Houdini Engine for UE4. This plug-in provides game artists and developers with access to Houdini’s award-winning procedural technology right inside the UE4 editor.
13/03/2016
This is our first test after putting the data from Fernando de Noronha through our toolchain
09/03/2016
Allways a good end-of-the-day reading... "Finite Time Blowup for an Averaged Three-dimensional Navier-Strokes equation" - by TerenceTao
A Fluid New Path in Grand Math Challenge | Quanta Magazine
A daring speculation offers a potential way forward in one of the great unsolved problems of mathematics: the behavior of the Navier-Stokes equations for fluid
05/03/2016
As we don't have easy access to shooting guns into a pool, we decided it was best to make a quick simulation in blender. This is one of the results of the simulation (we tried wit different viscosity values, and bullet speed).
Now, what is left to do is to reduce this mega-vertex mesh, into a couple of animated hexagone mesh decalcs :)
media.giphy.com