Harry 💬 Profile picture
Oct 28 4 tweets 11 min read
Another new #TechnicallyArt issue is now out! Whether you're looking for inspiration on VFX, gamedev, tech art, animation or art in general, this issue's got you covered ✨

Check it out here: halisavakis.com/technically-ar…

#gamedev #indiedev #vfx Featured image for Technically Art issue 131
@omeletteandyog1
@Maxvandm
@HakanssonAugust
@worldless_game
@FarrukhAbdur
and @8x642
(3/3)

As always, feel free to let me know if there's any issues/concerns in regards to the feature and make sure to check more work from the accounts above! ✨

Have a great weekend!

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More from @HarryAlisavakis

Jun 22, 2021
Happy #unitytips Tuesday! Thought I'd share a 🧵 on something that should be super helpful for VFX artists!

It's about that "BlendAdd" blending mode, discussed at the famous Diablo VFX talk ✨

Let's go~



#gamedev #unity3d
With Unity's "Standard Unlit" particles you have a "Rendering Mode" dropdown that gives you the options you can see below. Most of them are easy to guess what they do, but "Fade" and "Transparent" don't really communicate their differences.
It also doesn't help that the standard object shader also has these modes but act different; "Fade" completely fades the object away when alpha is 0, while "Transparent" keeps specular reflections when alpha is 0. That's not the case with unlit particles though (obvs)
Read 10 tweets
Mar 4, 2020
SHADER BASICS PART 5

HELPERS
Before I get to the shaping functions, SDFs and other cool stuff, I thought it'd be useful to first mention some helpful general-purpose methods that can be proven useful later.



#glsl #shaderbasics #shaders
MIN/MAX

These are fairly intuitive and common; they take 2 parameters and return the minimum or the maximum of the two respectively. They're useful for masking things in/out and blending them.
In this example, the left half of the screen (which has a uv.y less than 0.5) is colored with the UV gradient, however the right half has a solid value of 0.5 (since it's smaller than uv.x).
Read 12 tweets
Feb 19, 2020
SHADER BASICS PART 3

MIX (aka LERP)

In the previous thread, we mentioned how to take into account the pixels' coordinates to not just paint the screen with a solid color.



#shaderbasics #shaders
There are plenty of ways to take advantage of those coordinates but some of the main tools for that purpose are the "mix", "step" and "smoothstep" methods. Here I'll just cover "mix".
You might've already heard of this method, though in other environments outside of glsl, it goes by the name of "lerp", meaning linear interpolation.
Read 9 tweets
Dec 12, 2019
I don't like making long threads, cause I don't want to clutter my page with text instead of cool little experiments, but I need to vent about a subject I've touched in the past: my creative slump when it comes to gamedev.
I'm kinda writing this on the fly, so it may end up encouraging or discouraging for new devs (sorry if the latter ends up being true), but I wanted to share that stuff, if not to help others, to maybe rubberduck-debug these issues.
I was watching @Iannitram's "The toolbox fallacy" video for the umpteenth time, as it's the video that resonated with me more than any other piece of media. It makes me think of the time I started out, especially the part about being "fearless"
Read 17 tweets

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