//=time() ?>
More progress on my metallic addon for my shader. I wanted something that was almost flat but also looked spray painted on. I'm overall happy with the results but am still going to tweak some.
#b3d #bnpr #Blender3d
@jackrusher Is that a bitmap or vector renderer? If latter you could already do that w/ the SVG renderer of https://t.co/VZu6MINoFD. For that minimal look just use a simple "shader" function as in the STL mesh SVG examples here: https://t.co/dcNyMFuYFT
My #Townscaper C64 thing, upscaled using my Scale2x shader node implementation in #Blender3d (and further upscaled at 400x so Twitter doesn't mangle the pixels) :)
Originally made with @Playscii; using #MRMOTEXT tileset.
#pixelart
Everything for my #Valorant Agent shader is done! Better UI with int switches and a updated SSS and Hairstrand system. I also added a FP Mix
Preview: https://t.co/eQD34zi0z7
Now its time for beta tester to test!
RT, Follow and post your port for chance on a beta tester spot!
Aw yis I did it :D
An implementation of the EPX upscaling algorithm in #Blender3d shader nodes :D
I used https://t.co/SPo4AcKkDG for reference.
Next up, probably Scale2x :)
#pixelart
枠の代わりに、2D Shaderで画像を縁取りしたいですが、太い縁の効果がイマイチだった。
間違って画像をズームインしたら…もしかして(ズレを修正したら)こっちが正解かも?!
#2021年自分が選ぶ今年の4枚
簡単に振り返りです。作っていて印象に残ったものはこの4枚になるかな。
1.Shaderで淡い色味
2.Shaderで輝く点を描画
3.和柄を作って作品に適用
4.白黒と数学での表現
My new #Valorant Agent shader not only has better UI with int switches. It also will get some new features like FP TP mix and a better Hairstrand system.
Last img is just a quick 3point light setup.
@monaka_bobinski @soupvoid found these on the hermitcraft reddit, someone took screenshots w/ bsl shaders
messing with shaders and accidentally made my girl b&w, but it's kind of a good look lol
1枚目のようなアルファ付きpngをDoubleSideで貼っつけたMeshBasicMaterialとPlaneGeometryでMeshを作り、vertexshaderでひん曲げた(2枚目)。だけど表が裏面の陰になってる部分が描画されない。といってdepthwriteをfalseにすると他のオブジェクトの陰に隠れてくれないし…普通はこういうのどうすんの
Playing with my Christmas models a bit before changing BG shaders, haha. Hope everyone had a great holiday~! 💖#b3d
I decided to create a procedural shader for the eyes after all. Parallax effects turn out to be really good for this style, and I can even make the eyes appear to be inside of the head geo for side views. I still have to adjust colors, but the technique seems to work!
First image is Krita + Spriter workflow, the second image is a frame generated in Blender. It's a 3D model, so I can do turnarounds, more unique poses, particles, and shaders, for the cost of harder manipulate heads, longer skeleton setups, and render times. (3/3)
I finally finished 3d star gazi! (at least to the point where I don't want to work on it anymore hhh)
First time experimenting with a matcap shader to simulate the cartoon shading and lineart
#sedentimentart
https://t.co/GBjV1s3wsx
i think there is a shader or something on unreal that makes the models smooth because anime balan body's is very low poly, it's interesting