Lineart Portrait №7: Edward Scissorhands
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#LineArt #Vector #VectorArt #PenPlotter #PenPlotterArt #PlotterDrawing #PlotterSketch #MechanicalArt #TechArt #DigitalArt #MachineArt #CreativeTech #GenerativeArt #RoboticSketch #TechSketch #mastoart
Lineart Portrait №7: Edward Scissorhands
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#LineArt #Vector #VectorArt #PenPlotter #PenPlotterArt #PlotterDrawing #PlotterSketch #MechanicalArt #TechArt #DigitalArt #MachineArt #CreativeTech #GenerativeArt #RoboticSketch #TechSketch #mastoart
Did a crazy test to avoid textures XD
Nanite Barrel (300k) + Vertex paint Baked Textured.
I did other test with 1m tris, that preserves better details but on zoom-out clusters merge faster and too much popping. 300k seems a good trade of.
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#gamedev #realtimevfx #vfx #techart
A Pixel Is Not a Little Square (1995) [pdf]
http://alvyray.com/Memos/CG/Microsoft/6_pixel.pdf
#HackerNews #A #Pixel #Is #Not #a #Little #Square #1995 #pdf #pixels #computergraphics #design #techart
Signal Carnival: Mattias Kramm Crosses Wires (On Purpose) at Revision 2025
#Revision2025 #Commodore64 #C64 #SignalCarnival #DemoScene #C64Demo #MattiasKramm #AudiovisualHack #CableSwap #RetroComputing #GlitchArt #SignalExperiments #TechArt
https://theoasisbbs.com/signal-carnival-mattias-kramm-crosses-wires-on-purpose-at-revision-2025/?feed_id=2917&_unique_id=680794c0a4d35
Realized that scalability settings, enables motion blur in some way(subtle), even if in project setting is disabled or if the PostProcess volume have the motion blur set to 0.
Any idea? With Scalability: LOW = perfect. But Medium to up it adds some motion blur. #UnrealEngine #UE5 #TechArt
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Imagine an open source standard for real-time particle VFX editors in game engines.
It's cool that the film VFX industry has adopted open standards for scene files (USD), materials (Material X), and even visual effects plugins (OpenFX).
I'm daydreaming about an open source PopcornFX I think. It'd be cool to integrate Houdini and JangaFX for real-time fluid sim support.
I don't want to learn the quirks of an editor every time I switch engines too.
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A look behind the scenes of the mirrors in Sims 4, how efficient they cull objects and that they reflect invisible walls: https://simonschreibt.de/gat/sims-4-mirrors/
Still looking a fix for the artifacts caused from procedural textures due the lack of mipmaps. #UnrealEngine #UE5 #TechArt
If you know any other tricks/workaround besides DDX/DDY AA, RenderTarget or custom fix per shape like the BenGolus one: https://bgolus.medium.com/the-best-darn-grid-shader-yet-727f9278b9d8 , let me know please.
I tried this trick somebody mentioned for add AA using DDX/DDY in SDF shapes, and besides it improves a bit, it just adds some gradient but still on far view you can see there is noise. #UnrealEngine #UE5 #TechArt
Btw, i let here in case somebody is interested on it.
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Updated my old Occlusion article because I saw this "custom" AO by placing meshes and a simple texture in addition to the SSAO ins Sims 4: https://simonschreibt.de/gat/deus-ex-occlusion/#update2
#gamedev #techart #rendering #thesims
The sparkles on water are Sims 4 is NOT part of the water shader but a glittery particle system on top. I noticed it since I encountered a small issue where the water is culled incorrectly. Had to add it as update to my old "Scribble Cel" article: https://simonschreibt.de/gat/scribble-cel/#update2
#gamedev #techart #rendering #realtimevfx