Hey everyone! The end of 2024 is slowly approaching, so I thought it would be good to add at least one more post-processing effect before diving into something more complex next year. This time, it’s again about layering, with each layer shifted differently using a noise texture and rotation. With a bit of imagination, the result can resemble a painting where the colors have blurred and blended together slightly. Let’s take a look at how this algorithm works.

  • mojofrododojo@lemmy.world
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    13 days ago

    Love your youtube channel.

    ever thought about doing some damage systems - shaders, decals, raycasting etc…?

    • FencerDevLog@programming.devOP
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      13 days ago

      Thanks! About a year ago, I was experimenting with decals, but I don’t remember if it led to anything. Maybe I’ll revive this subproject.

  • insomniac_lemon@lemmy.cafe
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    13 days ago

    Is there a proposal for adding an option of sparse speckle* noise to Godot’s generated noise texture?

    I’m sure this is easily achieved with a dedicated texture (or two, so the light speckle can be more visible beyond the regular highlighted area), but I don’t seem to be having much luck making or finding it.

    *=Most of the original color is untouched but with lighter and darker splotches ideal for a stone texture or to just break up flat color.