Recently I got asked several times how I did the trails on the particle effects.
I used a ribbon typeData as a typeData module for an emitter
Details can be found here:
The landscape/terrain shader got slightly improved. Using blury mip maps really helps.
Too bad, it couldn't hide all the tiling as the textures used seam to emphasise the tiling effect.
This is NOT the moon map from a previous video^^
Great work as always
For the tiling, you can look at this well made " Distance based texture blending (UE3/UDK)" tutorial just release by my buddy
Thanks for the link. I ll try it sometime. Currently I'm busy with my bachelor thesis.
Currently I am using the distance to fade out (high) detail textures, but lerping to another (big) texture seems like a good idea.
Bro, you are pretty epic
Hi, you don't need a real big texture, just keep the texture size and use more tiles. Usually you won't see the difference between just 1024²px or a huge 16x16x1024 texture (for example) at such a distance.
Originally Posted by
@stevelois: Your buddy's tutorial gave me the idea I needed
@mAlkAv!An: I reused the near distance texture to reudce the textureSample count as I have 3 layers for my landscape^^. It looks decent. I will upload a vid when I finished the fine tuning.
Featuring a new ship, a bomber called Phantom by Niklas1723.
The station has been enriched with additional props & decals.
The shaders got some improvements as well.
Phantom Bomber in a Space Station - Improved
In response to various feedback, a video showing what was improved.
Thanks for the ideas:
Pra3t0r5 - Micro flash/ignition spark for thrusters
MarvDesign - flames fadeout & font
Niklas1723 - distance fog
BigTentacleEnt - doors conveying scale
We are watching with interest, the world needs more spaceship shooters.
Rebuilt the landscape shader. Now it's damm close to what I want it to be.
3 layers, supporting ANY visual range.
Tags for this Thread