Awesome! Can you share the shader math on how you shaped it within the bounding box?
Fair point.
But your method is quite clever to the solution you have. I’ve seen a few other people use material math to shape the new volumetric fog.
Here you go (full shader is quite a bit bigger than this):
Righto, cleaned up my blueprint for making spline based nebulas tonight…
It’s reeeally easy to use. Gonna tweak all the color mixing and fading now…
That spiral like galaxy bit is pretty dang nifty!
AIGHT.
Finally got enough new stuff done to make a new video…
Need to do a bunch of optimization now because I want to be able to fill the inside of the galactic arches with scores of little nebulas with a bunch of different color palettes
Oh thats pretty! All splines with generated planes along them?
Boxes
(the volumetric shader doesn’t support world position offset so you can’t do the neat spline thicken stuff with it).
lol, nearly there, just gotta get the star system names showing up and I’m done
Ah, Im incredibly interested!
(as if I can get any more interested in what your doing haha)
It’s so easy to use it’s fun just making random stuff…
Main problem is performance (of course).
Apparently volumetric fog doesn’t do occlusion culling so it has to voxelize every box in your scene even if they’re all behind you
Absolutely Stunning!
Wahoo, new video day:
This one is demonstrating in editor display of star system names (via a markov chain name generation algorithm)
I have not looked at this thread in a while. Really cool stuff is still happening.
Yeah. Im not jealous at all!