@froyok@mastodon.gamedev.place
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froyok

@froyok@mastodon.gamedev.place

Aka Lady Bloom.

Principal Product manager on Substance 3D Painter :substance:, but stay up at night to fiddle with shader stuff.

Speaking French/English.

#gamedev #art #unrealengine #substance #opengl

nobot

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froyok, to random
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@SebLagarde Welcome ! :D

NOTimothyLottes, to random
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I suspect a lot of the underpinning for the desire for high resolution in moving graphics has more to do with getting a brute force reduction in apparent lack of energy conservation of the visual field in sub-pixel motion.

froyok,
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@philipgfx @NOTimothyLottes Something I personally tried out with animating a grain texture is to use a stepped/truncated time offset instead of a fast smooth one. This helps in making the noise harder to track by our eyes. Also with random direction inversions.
So it's much closer to a flicker than something panning.

froyok, to random
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Silly idea of tonight: use FFI to create a pointer to random memory/garbage and load that as texture to generate a glitch pattern.

froyok,
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@jerobarraco I know this idea was used on a Metroid prime game as well.

froyok,
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froyok,
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Another method i tried out to get other kind of noises is to read binary files (compiled executable) and just throw its bytes at the wall and see what sticks. I also tried images, videos, music files.

Most of the time it's mostly white noise, I presume because of the compression.

Also it's not the kind of glitches I'm looking for. I would prefer stuff like that:

froyok,
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That image was made from a faulty initialization of a depth buffer from a renderdoc capture of somehow else.

I don't have it anymore, and the Love framework doesn't seem to allow this kind of stuff either (everything is properly initialized/cleared).

So I'm thinking of maybe rewriting a small SDL application in OpenGL just to do that. 🤔

froyok,
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@frizi Hoow, that's an interesting idea, I didn't consider that ! :D

froyok,
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Following @frizi suggestion I tried out an Hilbert curve to transform the UV coordinate of the image.

It gives interesting results, but it wasn't yet satisfying. So I thought of mixing the original coordinate and the transformed one.

It's still very noisy, but it has interesting patterns now !

A noisy and blocky grayscale texture.
A noisy and blocky grayscale texture.
A noisy and blocky grayscale texture.

froyok,
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Now we are talking ! :D
This one is homemade !

froyok, to random
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Happy to announce that since February 1st I'm now Principal Product Manager on Substance Painter. :D

froyok,
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@TomF Allegorithmic was the company name, did you maybe mean ProFx or MaPZone ?

froyok,
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@TomF They are kinda the same if i recall properly, just being a version tailored to game production (profx, which became Designer later).
I need to check, I have a (literal) book on the history of the company wrote by my boss. 😄

froyok,
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@eviltrout Happy to hear ! 😊

froyok,
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@haukethiessen It may happen some day, but right now this was an internal print only.

BrentToderian, to random
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BREAKING: Paris voters just won referendum 55% to TRIPLE parking charges for SUVs!

“We’re doing this to reduce pollution & to make our children safer because these cars are dangerous. Paris is transforming itself to allow people to breathe & live better.”
https://www.theguardian.com/world/2024/feb/02/paris-residents-set-to-vote-on-plan-to-triple-parking-charges-for-suvs

froyok,
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@BrentToderian @eniko Want to know the funniest part ? Rich sectors voted against, poorer sectors voted in favor. https://bsky.app/profile/ornikkar.bsky.social/post/3kknwtssag22e

froyok, to gamedev
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Here we go !
My new article is out and in this one I deep dive into the rendering of the game Syndicate: https://www.froyok.fr/blog/2024-01-breakdown-syndicate/

froyok,
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@krisso Yeah I run Origin/EA launcher through proton/lutris, and on good days it works. 😄

froyok,
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@logicalerror Which kind of mobile do you have ? I'm mixing webm and mp4, that's maybe why.

froyok,
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@logicalerror Yeah for what I can gather webm is not supported. I will have to think about it.

froyok,
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@nick Yep, EA tried a reboot... and it failed. 😄

froyok,
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@tjheuvel The head is an extra mesh drawn in the shadow render target, simple as that. 😄

froyok,
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@tjheuvel Here is the extra mesh used:

froyok,
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@BartWronski Given the mipmap levels used for the bloom later one, yeah I doubt it mattered a lot. 😄

froyok, to random
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I wonder if anybody tried to use FXAA before doing display mapping BUT by still applying and reverting a curve ? 🤔

Aka:
1 - Switch from HDR to SDR
2 - Apply FXAA
3 - Switch back from SDR to HDR
4 - Apply regular post-process stuff

froyok,
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Back on Ombre... and I decided to play again with lens-flares (I know 🤪 ).

This time I wanted to try out the little radial projection trick from John Chapman article (https://john-chapman.github.io/2017/11/05/pseudo-lens-flare.html) to create fake streaks. It's a good start, but I will need to think about how to refine that effect. It looks nice already !

Video of a camera moving around making a point light reflecting on a cube shine and creating lens-flares.

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