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#water shader
acornbringer 5 months
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The water shader uses no transparency (for technical reasons). Can you tell? 馃
If you'd like even more riveting behind the scenes game development, check out my Patreon page 馃帀
patreon.com/acornbringer
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giselberts 5 months
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YEAHH finally. water trail.
it's the combo of a particle emitter (the trail itself) that plays when in collision with the water, with a water splash sound that plays when entering the water (so not always a jump bc i'm still not good at coding to make that happen)
blueprint under the cut + the tutorial i followed under the cut! the tutorial is in portuguese, but it's fairly easy to follow :)
water texture + ripple fx are taken from morrowind
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youtube
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voidbits 8 months
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ITS OFFICIALLY HALLOWEEN TIME POST SPOOKY MINECRAFT BUILDS
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distantsonata 7 months
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minecraft 3/?
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robo-dino-puppy 25 days
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return to meridian
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akirakirxaa 7 days
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Another commission done, this time featuring @woaddragoon-nadya 's Nadya and Thancred sharing a sweet moment. <3 Thank you for trusting me with them!
[ Would you like to see pretty pictures with your blorbos? Click [here] for my commission post and [here] for my Ko-Fi. ]
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kodicraft 7 months
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huge day for math people
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mesa-mineshaft 2 years
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[nails "i miss mumbo" sign to post] [monitor screen shatters immediately]
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gay-slime 2 years
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It鈥檚 like... some kinda reverse fishbowl....
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stemmmm 2 years
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cont. of this post thread
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things start to come together pretty quick when you've got the all the pieces
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krissiefox 3 days
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Made some docks for Unlucky! One uses a flat texture for the planks while the other has 3d geometry, allowing you to see between the planks into the water below. I added a bit of wear on the flat texture one to give it some more character, too. Also made my first water shader in Blender! Won't be able to carry it over to the game engine, but I think it looks pretty nice, I think Source Engine water is the prettiest video game water so I would want something like that. :)
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antirepurp 1 month
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been fiddling with a beach and i think i've got it mostly figured for the toon shaders :) there's definitely some jank i could try addressing when i start building the environments i really need (mainly the textures showing the ground meshes clipping into each other) but at least the rough execution is down now
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juni-ravenhall 1 year
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sarajs-dev 10 months
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A while ago I made a devlog about how I made the water bodies in PokeyPoke, a few people since then have asked for the code and I never shared it on the basis that I didn't really consider it "tutorial worthy" in that while it works for me, I don't know that this is the best way to do this. It feels poorly optimized and I would worry about people blindly leaning on something I threw together for my game.
But I decided, with the above disclaimer in mind, that I would share it with Patrons.
I've extracted the water object and shader from PokeyPoke and put it into its own .yyz for you to uh, poke around in.
It operates on a crude interpretation of "Hookes law" and creates a series of "springs" that can affect their neighbors with a dampening effect. The splash doesn't look amazing without adding some of your own effects IMO. But the general water waves (created by just combining a few sine waves together, and some surface manipulation in order to also wave the background) I think looks quite nice.
Maybe this is helpful for some of you, or maybe serves as a nice spot for creating your own similar systems. I hope it is helpful or at least interesting!
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distantsonata 9 months
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snail-mage 2 years
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鉁达笍. * finished steampunk house!!
a building intended for enchanting and alchemy
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