Know a lot of things but skilled at nothing

Joined December 2012
29 Photos and videos
Any good ideas of creating massive terrain with Gaea or other procedural tools? I tried to create a 100km*100km terrain in Gaea with 36 tiles, it took me at least 30 mins to export all the texture needed. And with Gaia pro, things are even worse🥲
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29 Nov 2024
After a long time of hard thinking, I tried to pick up my unfinished project to verify my new method for cloud composition using minmax depth and two layer of cloud RT(front and back), here's the result. It works fine but still brings some artifacts(barely noticeable in HiRes )
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6 Oct 2023
I guess that's enough blender for today
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Hawx.W retweeted
Someone on Reddit made Unity's Shader Graph better (and worse) at the same time... 👀 reddit.com/r/Unity3D/comment…
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7 May 2022
Is there a Mac OS version of RenderDoc or any tools similar to it ?🧐
1 May 2022
Physical sky & Atmosphere instead of previous fake atmosphere😅 Spent whole week making it 60 fps on iPhone 12 pro max and finally succeeded. Actually I want to use it on Nintendo Switch rather than mobile phone so that I might be able to add more features. Happy Labor Day !
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Hawx.W retweeted
If you're interested in procedural generation, I would strongly recommend to follow the delightful work of @watawatabou. 🏙️ watabou.github.io/
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13 Apr 2022
Accidentally ran into some funny things when coming back to my volumetric cloud project, tried several ways to evaluate lighting without secondary raymarching, which saves a lot and sometimes can still create decent detail (not accurate though).
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27 Mar 2022
Finally finished my volumetric cloud with acceptable result(I'm satisfied so far at least), tested on iPhone 12 pro max with Air warfare template pro from asset store, fps doesn't look too bad but still not stable enough, still got much work to do. #madewithunity #unity3d
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17 Mar 2022
[WIP]Fake atmospheric scattering #unity #madewithunity
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12 Mar 2022
I was deciding get a full time job as a game developer, but after several job interviews I decided to stay at my current position. It maybe hard to live with unstable income but it feels good to do things that take my fancy without any concerns.😇
7 Aug 2021
Adding offset to sample point while doing tex3d can significantly reduce stepping pattern, it also creats nice detail on the edges, this can be used instead of edge erosion, but still need some improvement in order to achieve ideal result.
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6 Aug 2021
Some new experimental features were added in convenience of modifying the cloud shape, a cloud editor is in need.
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29 Jul 2021
Yes! No noticable steppings, everything looks perfect!
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27 Jul 2021
Almost done thx for the help from @FewesW and @chena_cpp , got lot of inspiring ideas from you, but still have some issues. The cloud looks good from most view point, but when ovserved from the bottom or above when the sun is at low angle, there will be significant steppings 🥲
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23 Jul 2021
Things were done faster than I thought.....
21 Jul 2021
Multi octave scattering works great, just need some more tuning to get rid of those steppings.(Left: single octave; Right: 4 octaves)
20 Jul 2021
Another experimental project for atmospheric scattering learning, just finished the skybox LUT, no aerial perspective yet.
11 Jul 2021
With proper lighting, the cloudscape definitly shows better stereo feeling, now I know why my cloud always look so plain in the past(left)🤥
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11 Jul 2021
An experimental project of volumetric cloud using structured volume sampling, this technique is learned from @FewesW and @hdb1 Left top is using simple 4 steps sampling for shadow calculation, right top uses 44 steps and left down also uses 4 steps but variant step size.
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