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I spent too much time on a dissolve VFX to clean up dead enemies. Can’t have all those bodies, I mean meshes, lying around forever though.

https://mastodon.social/@maxvolu...

I spent too much time on a dissolve VFX to clean up dead enemies. Can’t have all those bodies, I mean meshes, lying around forever though.

4.7.2024 11:39I spent too much time on a dissolve VFX to clean up dead enemies. Can’t have all those bodies, I mean meshes, lying around forever though.
https://mastodon.social/@maxvolu...

This is a whole lot better, animations are now working properly.@godotengine @gamedev @solodev

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This is a whole lot better, animations are now working properly.

@godotengine @gamedev @solodev

28.3.2024 01:15This is a whole lot better, animations are now working properly.@godotengine @gamedev @solodev
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Godot, what the hell???This is going great. 🙄@Godot @godotengine @gamedev @solodev

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Godot, what the hell???

This is going great. 🙄

@Godot @godotengine @gamedev @solodev

27.3.2024 22:21Godot, what the hell???This is going great. 🙄@Godot @godotengine @gamedev @solodev
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SO FLUFFY V1.1 now does curls!Thanks to @Enora for the challenge!Version 1.1 on GitHub:...

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SO FLUFFY V1.1 now does curls!

Thanks to @Enora for the challenge!

Version 1.1 on GitHub: github.com/maxmuermann/sofluff
Or from the Godot Asset Library: godotengine.org/asset-library/

14.2.2024 00:26SO FLUFFY V1.1 now does curls!Thanks to @Enora for the challenge!Version 1.1 on GitHub:...
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This is Bob 🐑 . He is getting a haircut. Don't worry, he secretly loves it.Quick proof of concept using the SO FLUFFY fur plugin,...

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This is Bob 🐑 . He is getting a haircut. Don't worry, he secretly loves it.

Quick proof of concept using the SO FLUFFY fur plugin, painting a splat texture for the fur height map.

Thanks to @papaquark for the idea.

Fur all your Godot fur rendering needs, check out SO FLUFFY here: github.com/maxmuermann/sofluffy

7.2.2024 01:42This is Bob 🐑 . He is getting a haircut. Don't worry, he secretly loves it.Quick proof of concept using the SO FLUFFY fur plugin,...
https://mastodon.social/@maxvolu...

RELEASE ANNOUNCEMENT!Boosts much appreciated on this oneAfter two weeks of development, I am pleased to announce the release of version 1.0...

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RELEASE ANNOUNCEMENT!

Boosts much appreciated on this one

After two weeks of development, I am pleased to announce the release of version 1.0 of the SO FLUFFY fur system for Godot.

I tried to make it easy to use - just drop a Fur node on your geometry.

Godot asset library pending.

For all your fur rendering needs: github.com/maxmuermann/sofluffy

Edit: changed “furry needs” to “fur rendering needs” because the fediverse is weird and I respect that.

5.2.2024 03:39RELEASE ANNOUNCEMENT!Boosts much appreciated on this oneAfter two weeks of development, I am pleased to announce the release of version 1.0...
https://mastodon.social/@maxvolu...

I was wondering whether the fur system would just work on animated meshes, since it's material- and not geometry-based. Turns out is...

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I was wondering whether the fur system would just work on animated meshes, since it's material- and not geometry-based. Turns out is does!

Little bit of tweaking of albedo and heightmap textures, and we have a fuzzy bumblebee.

I'm very close to releasing the open-source Godot plugin "SO FLUFFY". Stay tuned!

The wonderful bee model is courtesy of: github.com/gdquest-demos/godot

4.2.2024 06:14I was wondering whether the fur system would just work on animated meshes, since it's material- and not geometry-based. Turns out is...
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The basic fur workflow is simple - add geometry, add a Fur node, and fiddle with parameters... for...

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The basic fur workflow is simple - add geometry, add a Fur node, and fiddle with parameters... for hours.

youtu.be/__Hz_1exF6E

2.2.2024 03:25The basic fur workflow is simple - add geometry, add a Fur node, and fiddle with parameters... for...
https://mastodon.social/@maxvolu...

And today's fur progress is... ENOKI MUSHROOMS! Lots and lots of them.This uses the configurable thickness curve to turn strands into...

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And today's fur progress is... ENOKI MUSHROOMS! Lots and lots of them.

This uses the configurable thickness curve to turn strands into mushroom shapes instead of tapered hair.

1.2.2024 11:56And today's fur progress is... ENOKI MUSHROOMS! Lots and lots of them.This uses the configurable thickness curve to turn strands into...
https://mastodon.social/@maxvolu...

I've started to package my fur system as a Godot addon. Much documentation to write yet...It can run a full preview of the fur,...

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I've started to package my fur system as a Godot addon. Much documentation to write yet...

It can run a full preview of the fur, including the physics simulation, in the editor, but that can all be turned off.

The clip also shows the new turbulence settings, which are nice to break up the underlying grid and add a subtle (or not so subtle) level of randomness to the fur.

1.2.2024 01:13I've started to package my fur system as a Godot addon. Much documentation to write yet...It can run a full preview of the fur,...
https://mastodon.social/@maxvolu...

Fur update 2: I now have albedo and emissive textures.Little dude has broad musical tastes. Here he is at a mellow rave.#gamedev #indiedev...

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Fur update 2: I now have albedo and emissive textures.

Little dude has broad musical tastes. Here he is at a mellow rave.

30.1.2024 03:52Fur update 2: I now have albedo and emissive textures.Little dude has broad musical tastes. Here he is at a mellow rave.#gamedev #indiedev...
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Fur update: in addition to a scalable density texture (each of the blobbies equals one pixel), I can overlay a jitter texture in UV space,...

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Fur update: in addition to a scalable density texture (each of the blobbies equals one pixel), I can overlay a jitter texture in UV space, resulting in localised randomness that looks quite pleasing.

In the clip, the jitter strength animates between 0 to 1, using a somewhat organic noise texture.

30.1.2024 03:08Fur update: in addition to a scalable density texture (each of the blobbies equals one pixel), I can overlay a jitter texture in UV space,...
https://mastodon.social/@maxvolu...

Today's fur progress - I added spring physics, both linear and rotational, and of course GOOGLY EYES!The little guy seems to be having a...

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Today's fur progress - I added spring physics, both linear and rotational, and of course GOOGLY EYES!

The little guy seems to be having a lot of fun in the virtual mosh pit.

29.1.2024 03:15Today's fur progress - I added spring physics, both linear and rotational, and of course GOOGLY EYES!The little guy seems to be having a...
https://mastodon.social/@maxvolu...

Some progress on my Godot fur shader. I can now grow fur on top of any regular material.The clip shows a normal mapped base material,...

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Some progress on my Godot fur shader. I can now grow fur on top of any regular material.

The clip shows a normal mapped base material, height-based fur colour, and animated changes in fur length and gravity.

Next will be some better spring physics.

28.1.2024 11:21Some progress on my Godot fur shader. I can now grow fur on top of any regular material.The clip shows a normal mapped base material,...
https://mastodon.social/@maxvolu...

Since my main dev machine is out for the count due to lightning strike, I've been playing with Godot instead. I have made some bouncy...

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Since my main dev machine is out for the count due to lightning strike, I've been playing with Godot instead. I have made some bouncy fur.

25.1.2024 04:40Since my main dev machine is out for the count due to lightning strike, I've been playing with Godot instead. I have made some bouncy...
https://mastodon.social/@maxvolu...

Last week, lightning struck my house - twice! - and fried both my routers. I thought I’d gotten away lightly, but today my MacBook started...

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Last week, lightning struck my house - twice! - and fried both my routers. I thought I’d gotten away lightly, but today my MacBook started acting up.

According to System Information, it no longer has any battery. It also reports it is not plugged in to power.

It will start and run ( and apparently charge its non-existent battery), but only with one of the three power supplies I’ve got.

Somehow I don’t think this is going to be cheap to fix :(

22.1.2024 09:28Last week, lightning struck my house - twice! - and fried both my routers. I thought I’d gotten away lightly, but today my MacBook started...
https://mastodon.social/@maxvolu...

Taking a break from writing code and making some VFX instead.I originally had the wave come from the left of the target, but there wasn’t...

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Taking a break from writing code and making some VFX instead.

I originally had the wave come from the left of the target, but there wasn’t enough space. As it turns out, it looks a lot more menacing coming from the back.

14.11.2023 00:51Taking a break from writing code and making some VFX instead.I originally had the wave come from the left of the target, but there wasn’t...
https://mastodon.social/@maxvolu...

The whole game started as an experiment in outline rendering. When my daughter was born, all my available time suddenly fragmented into...

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The whole game started as an experiment in outline rendering. When my daughter was born, all my available time suddenly fragmented into random 5-minute slots. Seeing how far I could push watercolour outlines seemed like a good idea.

13.11.2023 03:00The whole game started as an experiment in outline rendering. When my daughter was born, all my available time suddenly fragmented into...
https://mastodon.social/@maxvolu...

How I render irregular, washed-out watercolor outlines:1. Render an object id for all geometry that should have outlines. Tricky bit: also...

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How I render irregular, washed-out watercolor outlines:
1. Render an object id for all geometry that should have outlines. Tricky bit: also store the desired width of the outline at each point (per-object, modulated by some noise)
2. edge detection
3. jump flood algorithm
4. distance field
5. apply the outline width from step 1
6. sample a brush texture for each outline point - rotate, scale and fade the texture based on UVs, distance, and some more noise

13.11.2023 02:54How I render irregular, washed-out watercolor outlines:1. Render an object id for all geometry that should have outlines. Tricky bit: also...
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Because every game is improved by a Fireball.Fun fact: Fireball shows up in my stats as the most deadly card by far, but not because it’s...

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Because every game is improved by a Fireball.

Fun fact: Fireball shows up in my stats as the most deadly card by far, but not because it’s especially powerful - but the VFX feels very satisfying, so I always try to use it to finish off enemies.

25.10.2023 12:28Because every game is improved by a Fireball.Fun fact: Fireball shows up in my stats as the most deadly card by far, but not because it’s...
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