https://youtu.be/L0DFvh0X6lk

E558: "Kelp Motion and Audio Testing"
🎵 Krafty Kuts, Dynamite MC - The Remedy
Testing the kelp with some of the floor spawn particle sims, with various depth camera VFX.

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E558: "Kelp Motion and Audio Testing"

YouTube
Notes from session:
- Hard to see things due to overhead lighting and caustics. Volumetric blue cast makes all neutral colour surfaces look the same, and then the caustics almost acts like camouflage and makes all surfaces blend together. The main overhead light angle and fog flattens out a lot of form, and the low level fill spot from front isn't compensating (isn't really supposed to).
- Person/depth camera VFX definitely needs to stand out more. At 30 seconds mark I turn on the old 2D outline and that definitely helps pick out where you are in the scene, but then loses some 3D form as has no occlusion. Also not thick or bright enough! Need to experiment more with flat 2D bright colour overlays, or brighter 3D scene VFX to find a way to balance fitting person into the scene with discrepancy so you can see where you are.
- Might work a floor spawn particle sim to be like kicked up sand from seabed to fit theme.
- Bullet-Time spin still triggered from keyboard, so I need to figure out a way to trigger it from just motion/audio events. And also not to trigger too often.