Sort of mini breakdown:
- first layer is the base distortion
- adding a reflection-mapped hdri for the stars
- ray-sphere intersection for masking the center
- ray-plane intersection for the disc
- disc has a radial voronoi texture,
- which is masked with the inner sphere intersection
- and then added to the rest
- final layer is a basic glowy halo from fresnel
end result:
There's some extra stuff I do with the depth buffer to deal with intersections - here, the mesh is actually clipping into the ground a lot, but I mix out the distortion as it gets closer to the ground, so it can sort of "push into" it
only affects distortion, ring still clips
you can have as many as you like, as long as none of them overlap :P
I do want to experiment with hacking eevee to have an arbitrary number of backbuffer-copies to allow for more flexible SSR stuff. Useful especially for stuff like having water + FX in the same scene
Trying to actually use FX like this in production is always a total nightmare because as soon as you want more than 1 type of thing (e.g. a shockwave + glass) everything goes to shit lol
Multiple passes is pretty bad for performance, but it'd be nice to have the option anyway
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The nodes, I don't think I can explain that easily. It's a "gradient descent" where each point walks away from the surface of the mesh based on the gradient of the distance. Since we don't have loops, it's just repeatedly applied to the set of points and then joined up later on
Another part from the "Late tries to make a character model" series - the shirt!
Once again I tried to avoid doing any hand sculpting or texturing, all the details are procedural :)
The poofy sleeves are entirely made with geometry nodes, here's a comparison and nodes
All I had to do was UV-unwrap it.
The creases are geometry nodes as well. Weight painting to choose where to place them since it's not really procedural-able, and the displacement is just mapped to UV's as well
Trying something a little different to my usual style with Lineart/Grease Pencil in #b3d. No strokes were (manually) drawn in the making of this image :^)
The shading is very minimal, it's just a bayer matrix dithering thing and some gradients slapped on stuff lol.
The inspiration is chapter 39 of shoujo shuumatsu ryokou. The one with the elevator AI, that (aside from the last few chapters) is probably the one that left the biggest impression on most people, me included.