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DecompiledArt Digest 03

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0% found this document useful (0 votes)
21 views9 pages

DecompiledArt Digest 03

Uploaded by

onthegotest
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 9

DecompiledART

DIGEST №03
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COMPUTE SHADER

Ronja

Awesome new tutorial from Ronja about how


to start working with Compute Shaders in Unity

🔗 Source

🔗 Author

HOLOGRAMS IN SHADER GRAPH AND URP

Daniel Ilett

Great tutorial on Holograms creation in Unity


using URP and Shader Graph

🔗 Source
2
🔗 Author
CREATING POST PROCESSING (BLOOM) WITHIN UNITY
SCRIPTABLE RENDER PIPELINE
Jasper Flick

Another great topic covered by Jasper. This


time its about Post Processing e ects creation
while working with Unity SRP

🔗 Source

🔗 Author

UNREAL ENGINE 4 NIAGARA VFX TUTORIAL SERIES

CgHow

Destruction plays a big role in many of the


most popular video games. Learn how to fracture
a building, generate the explosion and export the
sim from Houdini to UE4. Learn how to art direct
the results by fracturing di erent parts of the
model based on their material type then setting
up glue constraint networks with new tutorial
series from Caitlyn Trout and SideFx
🔗 Source
3
🔗 Author
DESTRUCTION VFX FOR REALTIME WITH HOUDINI FX

Caitlyn Trout

Destruction plays a big role in many of the most


popular video games. Learn how to fracture a
building, generate the explosion and export the
sim from Houdini to UE4. Learn how to art direct
the results by fracturing di erent parts of the
model based on their material type then setting
up glue constraint networks with new tutorial
series from Caitlyn Trout and SideFx

🔗 Source

🔗 Author

THE QUEST FOR VERY WIDE OUTLINES


AN EXPLORATION OF GPU SILHOUETTE RENDERING
Ben Golus

Ever wondered how to implement outline e ect


to improve project visuals? Great article from Ben
Golus will guide you through di erent techniques
of outline e ect creation

🔗 Source
4
🔗 Author
SIGGRAPH 2020 COURSE: PHYSICALLY BASED SHADING IN
THEORY AND PRACTICE
Stephen Hill

Physically based shading has transformed


the way we approach production rendering and
simplified the lives of artists in the process. By
adhering to physically based, energy-conserving
models, one can easily create realistic materials
that maintain their properties under a variety of
lighting conditions

🔗 Source

🔗 Author

EFFICIENCY TIPS ON SWITCHING SPACES AND


TRANSFORMATION MATRICES IN UNITY
Lidia Martinez

Cool article by Lidia Martinez will help you


choose between the di erent methods you have
to perform a transformation of a
point/vector/direction in Unity

🔗 Source
5
🔗 Author
VECTOR DISPLACEMENT MAPPING IN REAL-TIME

Amplify Creations, 80.lv

Great article from 80.lv with Amplify Creations


team that shared an extensive write-up on
Vector Displacement Mapping and their
experiments with VDMs and Amplify Shader
Editor as well as explained step by step how to
create VDM in Mudbox and use it in Unity

🔗 Source

🔗 Author

MAKING SNOW WITH VFX GRAPH | UNITE NOW 2020

Daniel Sanchez, Brian Kenney

In this video, a Unity Certified Instructor walks


you through a series of mini-challenges to create
snow-like e ects using Visual E ect Graph

🔗 Source
6
🔗 Author 🔗 Author
EXPAND YOUR WORLD WITH VOLUMETRIC EFFECTS INSIDE
UNREAL ENGINE
Asher Zhu

Explore di erent volumetric e ect options like


volumetric fog, particles, and volumetric clouds.
Technical Artist Asher Zhu will demonstrate how
to sculpt believable clouds using volume
textures and materials. We'll also learn how to
create Editor Utility tools to enhance our
art-directed workflows, and how to implement
environment-aware Niagara systems with ease!

🔗 Source

🔗 Author

DESTRUCTIBLE ENVIRONMENTS IN CONTROL: LESSONS IN


PROCEDURAL DESTRUCTION
Johannes Richter

In this 2020 GDC Summer session, Remedy's


Johannes Richter showcases the technology used
and lessons learned creating the destructible
world of the Oldest House in Control

🔗 Source
7
🔗 Author
CRAFTING ENVIRONMENTS FOR BATTLEFIELD V WITH
DICE LA
DICE LA

Learn how AAA game studio DICE LA used


photogrammetry, level design, and environment
creation workflows behind Battlefield V’s
ever-expanding photorealistic world during
Gnomon event

🔗 Source

🔗 Author

8
GAME ART DECOMPILATION HAS BEGUN

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