How depth buffer is working is a little bit less mystical to me now, so I created another effect with my custom rendering pipeline tool for Defold - a depth fog: 🌫️
#MadeWithDefold #rendering #vfx #postprocess #gamedev #indiedev #opengl #vulkan
How depth buffer is working is a little bit less mystical to me now, so I created another effect with my custom rendering pipeline tool for Defold - a depth fog: 🌫️
#MadeWithDefold #rendering #vfx #postprocess #gamedev #indiedev #opengl #vulkan
@GuloGulo @nacelnik01
Shlédl jsem několik videí a je rozhodnuto. Affinity Photo 2 rozhodně chci. Díky za tip.
Tady jsou úplné základy:
https://www.youtube.com/watch?v=RDIEPAC5Hz8
Never thought I'd get (or need) to apply dynamic gating and expansion like this. But here we are, and it works magic on the sound recording! This plugin is quickly becoming one of my go-tos 😍
Been tweaking my lens-flare again for the past few days and now reaching a point where I want to try some kind of anamorphic bloom.
Right now I went with a hack where I modify one of the downsample texture when it is fed for the upsample pass. It is giving me a rough idea of what to expect, but it's not good enough yet (not sharp enough, and some flickering issue to manage still).
Will likely need to do a proper downsample/upsample process too.
Some Vogue inspired pics with #MidJourney. 🙂
I'm having so much fun with the new scale-out of #MidJourney!
Here is a little example: first generation, than two scale ups. Then in photoshop I scale up 4x the last generation with Gigapixel, copy back in the first generation to keep details, merge manually the two. Then I remove the weird drops with the generative fill of photoshop, some correction of the color balance, and voilà!
No #postprocess mesh glow for #realtimevfx !
This is arguably not the best technique, but allows to glow in colors that are not the emissive color.
In #godotengine, add an overlay material with front-face culling and unshaded lighting mode. Then configure the shader as in picture and tada! Works on skinned meshes too :D