Another experimental custom vfx volume modifier for meshes + custom particle processor.
selective particle emission + light on any mesh shape by intersecting the modifier volume sdf w/ random ptx spawn points on geometry data fetched in particle processor
#gamedev #godotengine #vfx #rtvfx #wip
selective particle emission + light on any mesh shape by intersecting the modifier volume sdf w/ random ptx spawn points on geometry data fetched in particle processor
#gamedev #godotengine #vfx #rtvfx #wip
Comments
Sigh...
I did a talk at GDC 2018 that’s linked below.
It’s still been a favourite research subject of mine and my latest stuff is an evolution of previous implementations and ideas
https://youtu.be/yG4ChOPyC-4?si=ASvCFy9ydg-xrHRm
… i’ll show myself out
Another with inverted particle emission and a different surface detailing for the broken area
Anything is possible, its just a matter of how much performance you want to spend on it and if that creates enough visual richness to be worth it.
🙂
I can sometimes manipulate it like a lucid dream, and I get more ideas. The mind is a wild thing.
I think my brain also tapped into the memory of the time I touched a wire with 120 volt house current running through it.
I *really* need to get my game dev hat on! This looks amazing!
I love how it looks like both fire along the skin and crescent moons floating away.
Thematically awesome and dynamically interesting.
so the original hand mesh is always there? How are the particles accurately on the mesh at the cut off points?
however I have a particle spawning system that knows about the mesh and its triangle data, as well as the shapes that cut away/intersect it. Then its just math to spawn them only at the intersection point + small distance
That's really cool!
Wish I could learn to do that someday!
Does godot have a visual editor for materials or is it only GLSL?
I am setting a high bar for myself for destruction effects, still more to do and try!
Any chance you might sell an FX pack or anything like that?
I already see the many posibilities for this. I wonder how much perfomant that would be
In what Engine did you make this?
I develop and design it to run on 5+yr old GPUs and its made to run at high fps.
I use the Godot engine and write custom shaders and vfx tech for these effects https://godotengine.org/
That said… Could someone please explain this in plain English?! I admire and value educated people. I’m now in my 70’s and would like to expand my knowledge base, but this is Greek to me!
shaders tell the graphics processor in certain areas near an object to transform and/or disappear geometry and create particle effects in the areas where the transformations are taking place
But once again, thank you for sharing.
absolutely majestic 💯