마법적 구슬형태 제작



마법적 구슬형태 제작

금별 0 1,993 2019.08.30 06:32

 

I guess this is the first entry to this category, since I never had such a demand for a write-up before. So here goes!

The different between this format and regular “My take on shaders” post is that this is a more direct format, just going through a particular effect that I find too specific to write a complete tutorial about. Also, in some cases, like this one, I won’t be providing the completed code but I will be writing about the general idea and the process behind the specific effect.

In my tweet I mentioned it being a form of “raymarching” though I might be using the term loosely here. While I use a loop to move towards a certain direction, the technique doesn’t really resemble traditional raymarching. So keep that in mind.

 

The core idea

 

I’ve been constantly thinking about how to take advantage of past effects, and in this case I had an idea concerning the “layered parallax” effect that I demonstrated in an older post.

With that technique, you could sample a texture using coordinates that had been offset “inwards” of the object, by using the camera’s view direction in tangent space. The effect is super useful for adding some depth to materials like ice, or tiles or basically anything you want to make it look like “there’s something underneath the surface”. The result looked something like this:

 

 

My thoughts going from this effect were these:

  • Let’s ditch the main texture, don’t need it for now
  • What if in every “layer” of this effect, I performed a “step” function on a 2D noise texture, where the cutoff value ranges from 0 to 1 based on the “index” of the layer?

The “stepping” (that’s what I’ll call “using the “step” function” from now on) was inspired by the concept of using grayscale textures as heightmaps, with their value representing depth. Adjusting the cutoff value of a simple texture with a radial gradient looks like this:

 

As if the texture actually represents a cone and when I’m using “step” I’m cutting slices into it which decrease in size as I get to the top. Basically I’m super-over-explaining SDFs here, but that representation really helped clear things in my head.

So, if I were to assign 1 to the cutoff value of the out-most layer, 0 to the value of the deepest layer and the inbetween values to the inbetween layers, each parallax layer would have a differently sized “slice” of the texture.

If we add that “stepping” to each layer, with the same radial gradient texture, we end up with something like this (the texture is tiled 5 times so just pay attention to the middle one):

 

This uses 10 iterations on the grayscale texture

Turn up the iterations/number of layers (here it’s something 128) and you have smoothness:

 

Add a somewhat more complex texture, like a simple cloud texture and you have this:

 

 

Trying out random textures and noises is super fun with this one btw.

Add the material on a sphere and you have the ORB:

 

 

Add 2 HDR colors, and lerp between them based on the layer “index” instead of just lerping the intensity from 0 to 1 (also some Post-processing for the looks):

 

 

Add some waving displacement when sampling the texture in each layer for some extra variation and *magic*:

 

 

And that’s it! I hope that was helpful and I hope there will be many more write-ups in the future, especially as I’m easing into VFX stuff at the moment of writing. So, I’ll see you in the next one! ????



 

These posts will never go behind a paywall. But if you really really super enjoyed this post, consider buying me a coffee, or becoming my patron to get exciting benefits!

 

Comments


번호 포토 분류 제목 글쓴이 날짜 조회
115 3D MONSTER HUNTER : WORLD" HOUDINI 활용 기술 금별 2020.02.20 2073
114 언리얼4 언리얼4에서 멋진 구름효과 만들기 금별 2020.02.20 9408
113 언리얼4 언리얼4 이펙트 팁 - 쇼크웨이브 제작 댓글+1 금별 2020.02.19 3228
112 유니티 기적의 셰이더 그래프 '어떤 노드든 이해시켜 드립니다 금별 2020.02.18 2988
111 유니티 유니티 셰이더&렌더링 에센스(retr0) 금별 2020.02.16 1482
110 3D [아르카도님 번역]【CAPCOM RE 2019】데빌메이크라이5에 VFX해설 금별 2020.02.10 1661
109 유니티 유니티 이펙트 팁 - 아주 간단히 보는 포털제작팁 댓글+1 금별 2020.02.10 1828
108 언리얼4 언리얼4 이펙트 팁 - 윈터 미믹 제작과정 금별 2020.02.07 3912
107 2D Kayleigh Pinhay - Weapon VFX concepts 금별 2020.02.07 3423
106 언리얼4 언리얼4 쉐이더 튜토리얼 - 홀로 글리치 효과 제작 금별 2020.02.04 2887
105 언리얼4 언리얼4 머터리얼 튜토리얼 - 수학을 활용한 쉐입형태 제작 금별 2020.02.04 1562
104 언리얼4 언리얼4 머터리얼 팁 - 월드 공간에서 스피어 마스크를 사용 금별 2020.02.02 2217
103 언리얼4 언리얼4 머터리얼 튜토리얼 - 흐르는 노이즈 머터리얼 제작 금별 2020.02.02 2449
102 언리얼4 언리얼4 튜토리얼 - 심리스 형태의 Animated 노이즈제작 금별 2020.01.31 1640
101 언리얼4 언리얼4 - 바다 파도 쉐이더 라이브 스트림 튜토리얼 금별 2020.01.24 3002
100 언리얼4 언리얼4 튜토리얼 - Explosions for Games (UE4 Particle Tutorial) 금별 2020.01.20 1593
99 언리얼4 언리얼4 팁 - 얼음물 유리잔 쉐이더 제작 댓글+1 금별 2020.01.20 2829
98 언리얼4 언리얼4 팁 - 회오리 표현 금별 2020.01.20 2666
97 언리얼4 [GDC]Stylized Games을 위한 VFX 아트 디렉팅 금별 2020.01.20 1490
96 2D Stylized Animated 2D 이펙트: 팁과 트릭 금별 2020.01.20 4206
95 언리얼4 Making-of: VFX 고스트리콘 브레이크 포인트 금별 2020.01.20 2251
94 언리얼4 언리얼4 팁 - UNREAL 4 TIPS AND TRICKS 금별 2019.12.29 1706

 

Banner
 
Facebook Twitter GooglePlus KakaoStory NaverBand