Ooh that's really cool, getting this 90's anime style of bloom π
Posts by Harry π¬ π Atlantic GC β¨
HAZE 1.2.0 is now live! β¨
- Big performance updates
- Override volumes
- Screen space shadow support
- Better light-dependent gradient
- No more garbage allocation
- More exposed settings for lofi/PSX styles
Go check it out!! β¨
Potential customer acquisition aside, I was always a very firm BIRP supporter, but all the renderer feature stuff for URP are too good I'm afraid. It's easier than ever to inject the rendering pipeline for all sorts of shenanigans
A selection of levels from monument valley 3, showcasing colorful architecture and foliage amid many different tones.
Levels from the Monument Valley 2: Lost Forest DLC where architecture and foliage are intertwined throughout.
Assemble with Care DLC including an espresso machine to fix with many different parts and gadgets. The background is a bright outdoor patio with the trellis and leaves shadowing the scene.
A selection of NPCs and birds from Alba: A Wildlife Adventure including a glossy ibis, pigeons of various types and a flamingo!
I am still very much available for work!
Skills: Art direction, concepting, prototyping, workflows & documentation, art implementation, strong communication and collaboration with programmers & designers.
Please reach out via my email on my website for any opportunities π
fensartden.com
HAZE 1.2.0 is now submitted to the asset store π
It's gonna be a chunky update, but most of all it introduces much better performance, zero garbage allocation and some bonus visual features including a mode for volumes to override fog settings β¨
Stay tuned, it'll be released quite soon!
The overhauled PinKeeo Demo is now live!!
There are so many new things to enjoy, from gameplay to visuals! It's a whole new demo really!
Go check it out NOW! β¨
MASSIVE UPDATE for the PinKeep Demo NOW LIVE π±
We've added controller support, a 3D overworld map, different start characters with their own starting decks, tons of tooltips for lots of features, lots of sound effects, story events, a ton of visual polish and more!
Thanks for the kind words, really glad to hear HAZE worked well for you!
Expect even more performance from the next update π
Euri is an amazingly talented technical artist, you should absolutely go ahead and hire him!
Hey everyone. After 3.5 years at Meta (ISDK Unity/Unreal, VR tools), I was impacted by the AI restructuring. Now seeking Game Dev/Technical Artist roles; I excel in any roles that require shader development or tool creation. Some of my personal work: euriherasme.com www.youtube.com/watch?v=SNjp...
It would, but jittering with noise, tricubic sampling, temporal retrojection and extra noise upon compositing helps hide all that π
On that note, that same someone didn't address some garbage collection issues, so expect an even bigger boost there too in the next update
still ran like a champ tho
my dumb fingers copied the DispatchCompute line for the DensityGather kernel that used all 3 thread groups and pasted it for the Scatter kernel, changing only 2 out of 3 thread group fields. Thread group size for the Scatter kernel was 1 on the Z, so the whole thing was running multiple more times π
So far there weren't even any complaints about the performance of HAZE, but now it's gonna get even faster. And all it needed was to change a field to "1". Crazy stuff.
Expect this lovely fix in the next version! (1.1.10)
*I'm the HAZE team
HAZE demo scene showcasing volumetric lights, with a stats window open showing it's running at 29FPS. This is before the fix.
HAZE demo scene showcasing volumetric lights, with a stats window open showing it's running at 580FPS. This is after the fix.
A community member from the Discord server pointed out that someone* from the HAZE team was making the CS do much more unneeded work π
That little fix makes a simple scene like this (when using a chonky 256x256x256 froxel buffer) to go from ~30FPS to ~580FPS, which is, like, at least 2 more FPS β¨
Glad you find it interesting, cause I'm very much brute-forcing stuff haha
Bonus: nice little procedural tree
I was thinking of a tool like this for quite a while, and I only recently figured out that MTree also has this π but still I wanted to roll my own version, built on top of the same systems that make up the tree generation β¨
Still very very WIP and the code is the equivalent of a pigsty, but I was very excited to share this cause it's been rattling in my brain since I first thought about DRUID:
The πΏBranch Baker πΏ
A small tool to help you generate branch texture sets to avoid flooding your trees with geometry π²
finished another part of the cathedral. Also added a bunch of gizmos for modifying the building. I have been doing so much procedural modeling these days, it feels like the geometry just appears as I think of it. Feels nice!
Nan whatsoever
So I was looking for ideas for more elegant solutions haha
Yeah, my solution for that includes a serialized structure to apply the vertex colors (in order to support undo/redo) and for re-importing I kinda did the same thing where I checked if the new vertex position is similar to the old one (within some threshold margin) and re-applied the color
That looks awesome, vertex color painting is such a nice workflow β¨
I'm a bit curious though, how do you handle mesh updates where the vertex order might change/get messed up?
you heard it here first, we brought good vibes to 2025 π
Dang, the AI will now take the jobs from fans one could hire
Oh damn, yeah, that's smart π thanks for pointing that out, it's definitely worth looking into!
That is indeed a great reference! Skimmed through it a bit, I believe what I had in mind with the texture to store the pivots isn't too far off; however I'm not quite sure how to indicate the hierarchy through the texture, as each element would have to first move like their parent + their own motion
It currently looks like that (turned up for demonstration reasons)
I think for the most part it's doing its job, but I'd be definitely interested in looking into multiple pivots too, probably baked into a texture of sorts to allow for an indefinite amount of branches etc π