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Posts by RED_SIM

We played it the other way, without slammers at all. We slammed the pogs/caps themselves and keep the flipped ones.

7 hours ago 1 0 0 0
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Do you remember the caps game from the 2000s? I thought it'd be cool to recreate it in VRChat as a game world where you can collect them. What rules did you use? (I know they varied by country)

8 hours ago 22 3 2 1

Okay, it's April 2nd, so I should clarify that it was an April Fools joke - just in case anyone still believes it. (A lot of people believed it, I didn’t expect that!)

3 days ago 11 0 0 0
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Light Volumes v.3.0.0 release!
- Realtime lighting, speculars and reflections support
- Fully path-traced global illumination (Quest compatible)
- Spherical gaussians support
- Even more performant!
Full feature list here on github: github.com/REDSIM/VRCLi...

4 days ago 78 16 17 4
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Finally, finished my Divergence Meter casing! Will also need to make a proper firmware for it with ability to control it over Bluetooth/Wi-Fi

1 week ago 18 0 2 0
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Working on something... NOT SOON (TM)

1 week ago 31 1 1 0

Audio channels should form a separate dimension together with time, because audio is not per pixel. But spatial + color + time can be counted as 6D. Or am I wrong?

1 week ago 0 0 0 0
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Just completed "Venture into the (Un)known" @vrchat.com event and discovered all the secret tapes!

2 weeks ago 19 1 1 1

Yes, I think you're right. Just thinking about a solution. I afraid of adding new features because of that. More features means more instructions and a bigger stutter while loading a shader variant for the first time.

2 weeks ago 3 2 1 0

We have global keywords anyway, adding just a few wouldn't make everything worse, I think. But I would be able to isolate some large branches from the shader completely.

2 weeks ago 0 0 0 0

I think I have enough improvement ideas to make VRC Light Volumes 3.0. But more features means more if's and for's, which increases shader compilation time dramatically. Would be really nice to have global keywords specifically for Light Volumes, which would solve this issue.

2 weeks ago 33 1 3 0

I think, I really need someone to poke me with a stick to make me post something x-x Maybe I should post more often fr

2 weeks ago 2 0 2 0

Follow me

3 weeks ago 1 1 1 0
Join the SIM.RED Discord Server! Check out the SIM.RED community on Discord - hang out with 967 other members and enjoy free voice and text chat.

Hey! Sure: discord.gg/TCRAUBs

3 weeks ago 0 0 0 0

It's not possible unfortunately :(

3 weeks ago 0 0 0 0
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GPU Infinite Grass v.1.2.0 released!
- Surface Normal support (better shading)
- Correct light attenuation (was broken before)
- Unity Fog support
- Editor GUI improved
- Other fixes
Already available on Booth and Patreon:
redsim.booth.pm/items/7997362
patreon.com/posts/150937...

4 weeks ago 46 3 0 0

You can just rotate the surface upside down, and it should work automatically.
And don't worry about my YT channel, it's just my stupid sense of humour, kinda x.x

1 month ago 0 0 0 0
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The idea is to store occlusion data as Mono Spherical Harmonics 3D Volumes: RGB - L1, A - L0. And if you evaluate such data using light direction (Light SH for example), you'll get a mask to occlude light.

1 month ago 10 1 0 0
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A very rough proof of concept of Baked Directional AO for VRC Light Volumes. I'm not sure if I want to integrate it into light volumes for real, but it could be a VERY performant solution to make super cheap realtime contact shadows.

1 month ago 58 7 1 0

Grass particle render pass:
- Grass is rendered as GPU-instanced particles using Particle Material.
- Grass is generated around the active render center.
- Grass generation order follows the hexagonal spiral shape to have the correct sorting, reducing overdrawing.

1 month ago 5 0 1 0

Trail interaction pass:
- Trail CRT stores dynamic bend vectors.
- Trail Material writes interaction from players/targets into that texture.
- The grass shader reads it to bend and dim touched grass.

1 month ago 3 0 1 0

Surface mask pass:
- A dedicated orthographic camera renders the assigned surface meshes with MaskMaterial into a render texture.
- Mask RGB comes from vertex color and defines grass type distribution.
- Mask A stores world-height information used to place particles vertically.

1 month ago 1 0 1 0

How the asset works:
Mesh generation and painting:
- Editor script generates a copy of a specified surface mesh or terrain to leave original untouched
- User paints grass mask that is stored as RGB vertex color of the surface mesh shape to have the correct sorting, reducing overdrawing.

1 month ago 1 0 1 0
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GPU Infinite Grass v.1.1.0 released!
- Unity Terrain support
- Surface Mask shader improved
- New surface setup workflow
- You can now draw grass on ceilings too
- Fixed several bugs where grass wasn't rendering in VRChat or Play Mode
redsim.booth.pm/items/7997362

1 month ago 44 11 1 0

Hey! That's a nice question. It's not possible right now, but as you asked, I just implemented this feature, so it will be in the next update! Soon today...

1 month ago 0 0 1 0
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Testing GPU Infinite Grass with Unity Terrain... And I surprised how perfectly liminal it looks with just a default terrain texture!

1 month ago 40 3 0 0
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Working on the GPU Infinite Grass most requested feature: Unity Terrain support! Gonna be in the next update very soon, as well as lots of small bug fixes and improvements.

1 month ago 42 8 3 0
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GPU Infinite Grass - 軽量高速GPU草描画システム - RED_SIM - BOOTH ==================== Japanese ==================== 「GPU Infinite Grass」は、VRChat ワールドおよび Unity Built-in Render Pipeline の他プロジェクト向け草レンダリングシステムです。 単なるシェーダーではなく、GPU Instancing を使って草バッチを非常に高効率に描画するシステムです。 ...

It's only one hour left to get GPU Infinite Grass with 20% discount!
redsim.booth.pm/items/7997362

1 month ago 5 1 1 0
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Today is the last day to get GPU Infinite Grass with 20% discount!

1 month ago 29 5 0 2

Right now it works like that, right. I'm gonna fix it in the next update, very soon!

1 month ago 2 0 0 0