I expect to go gold in the next week or two! After that it’s up to the Marketplace process.
Not particularly, thanks for asking though. I’m too disabled to hold down a desk job. I have constant severe head pain (waiting on a neurologist appointment) and when it gets bad just surviving the day feels like an accomplishment. I’m on painkillers strong enough that I sometimes don’t notice when I’m burning myself on the oven. I’m also struggling with complex PTSD and a possible heart condition among other things. If I ever disappear for a period please just assume it’s health and not that I’ve given up on anything I’m doing.
I will definitely add that as soon as it’s out! I don’t think it would even be difficult to include.
Sounds like you’re having the same difficulties I am. Might scrap this part.
The screenshots are of the material editor default shapes. This is 100% pixel displacement using the mesh surface as a canvas. No vertices are being moved. If you wanted to get some really bizarre and unique effects you could move the vertices too!
My only concern with direct purchases is the fact that I plan to provide updates and I don’t think I can manually keep track of customers as a sole proprietor without it sucking up a disproportionate amount of time (especially since direct contact with people stresses me out). I’ll see if there are any good solutions to this and update everyone here, because I don’t want to wait 3 months either!
I’m also going to be setting up a Patreon soon (I finally feel comfortable doing so after they kicked 8chan/ED off). The primary reward for backers will be early access to basically whatever I’m working on at the moment, whether it be new graphics tech or music draughts or sky]scraper alpha builds.
The way mine works is you can set arbitrary UV clipping borders. Using those, the material function outputs a 1 bit mask that you can then send to your opacity output, or process however you like. This lets you set the clipping points to something more complex than just constants in case you want a specific effect. It’s still not as perfect as true geometry (nothing will be) but it’s the most robust solution I’ve seen. It also avoids that “black fin” problem certain setups will get when wrapping UVs around a cylinder or what have you.
The workaround for the custom node brokenness can cause issues with multiple POM materials in one graph but I’m using shared samplers which seems to sidestep that. I will update here when I do the terrain/blending tests. Of course, there will be always be additional considerations and some aesthetic tweaking required to get multiple POM/non-POM materials to look correct together, since you’re relying on an optical illusion.
Great questions all! Thanks for being so communicative.