Natanel Apfel
natapfel.bsky.social
Natanel Apfel
@natapfel.bsky.social
Principal Technical Artist @ Riot Games. Prev Rocksteady & Path of Exile. He/they 🌈⭐
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Still one of the cleanest VFX breakdowns ever dropped Timeless Hades magic #Hades #VFXBreakdown #GameDev #VisualEffects #SupergiantGames
November 19, 2025 at 9:00 PM
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Working on a new approach to cloud rendering with custom cloud shapes that react to lighting ☁️

#gamedev #indiegamedev #unity3d
November 22, 2025 at 10:40 AM
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Attempted going back to Twitter, and was immediately reminded of why I left to begin with, def still a nazi shithole full of the most illiterate dumbfucks imaginable, bleak doesn't begin to cover it. Then I remembered I had an account on here, so might as well use it. Will be posting backlog now
November 18, 2025 at 1:24 AM
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Compression is probably gonna do a number on this video, but let’s see! Playing around with a little experiment, making an effect of a ghostly creature that’s only visible when it’s being rained on. Thanks @laynestokes.bsky.social for advice with improving this! #vfx #realtimevfx
November 19, 2025 at 4:53 AM
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EGG
August 17, 2025 at 5:09 PM
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I got a bit too excited to share this and ignored how intense that banding looks with subtractive density

So a couple of days of head scratching (and banging) later, I figured a way to make it much smoother ✨
November 15, 2025 at 1:28 PM
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really pleased with how this looks after adding some shiny colors and lil glass shards #rtvfx
November 10, 2025 at 4:22 AM
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going to great lengths to make my outline shader as hand-drawn as possible
November 3, 2025 at 3:57 PM
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No animations just IK and code for dynamically posing the driver. Still a lot more to do but I’m happy with the progress.
October 30, 2025 at 2:40 PM
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released on ko-fi for free
to use your own art just replace the card texture
ko-fi.com/s/ea06f1b732
October 31, 2025 at 5:59 PM
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expanding on the previous effect, masking out the center using mip blur and adding uv distortion #vfx #rtvfx #ue5
October 30, 2025 at 10:40 PM
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Big ol' Warhammer (fanart!) poster I did for the Apothecarion charity event. This was a massive undertaking for mw, it's the most complex thing I've ever done and the first piece of (semi) personal art I've completed in about 10 years.
October 29, 2025 at 3:03 AM
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October 27, 2025 at 6:01 AM
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October 25, 2025 at 5:12 AM
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In the past, I'd always visualized streams by simulating particles and connecting them. I realized I can instead place points at consistent times along projected trajectories from a history buffer of launch params. Probably not a novel idea, but it's neat!
#GodotEngine #gamedev #indiedev
October 22, 2025 at 7:05 PM
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October 12, 2025 at 3:20 PM
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I have been in the hyperbolic time chamber for the past few months and have emerged with news: I am officially a Houdini Guy now and did a bunch of cool tech art stuff in my latest project, which is a procedural cliff generator!
Check it out:
www.artstation.com/artwork/K38dVy
October 7, 2025 at 12:59 PM
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Aside from sprite work, I’ve been learning and doing some VFX. Here’s a compilation of the ones I made on Threads of Time:
September 28, 2025 at 10:18 PM
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From random points to village layout. #gamedev
October 2, 2025 at 1:19 PM
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💎Clean Glass Shader

Made in: Godot 4.5

A simple Clean Glass effect using a Shader

No transparency!

#gamedev #indiedev #shader #VFX #godot #solodev
September 30, 2025 at 12:16 PM
Reposted by Natanel Apfel
So it works now!
If you have Bakery, can you try getting the latest github patch and using it?
Add "Bakery Light Filter" component to an object to make it act like stained glass 😋
(video from RTPreview for fanciness, but it looks the same when baked)
#gamedev
September 11, 2025 at 7:31 PM
Reposted by Natanel Apfel
How to make a light beam shader in godot + download
Light beam shader in godot
So I was noclipping through d1_canals_08 in HL2 as one normally does on a saturday night when I saw this: A nice sharp volumetric light that does a lot for the mood of the scene. Half Life 2 was relea...
passivestar.xyz
September 12, 2025 at 9:58 PM
Reposted by Natanel Apfel
Trying out Niagara's Dynamic Mesh interface to generate procedural grass on the GPU🧐

This is a single mesh with no vertex shader. Quadratic curves are animated and vertices are positioned along them to best face the camera, ribbon-style. Landscape is sampled for Z projection.
August 20, 2025 at 12:53 PM
Reposted by Natanel Apfel
As requested the wrinkle setup has been put up on Gumroad for free: bbbn19.gumroad.com/l/xxroj #b3d #shader #geometrynodes
August 18, 2025 at 4:56 PM
Reposted by Natanel Apfel
All the shaders I’ve created so far while developing the Godot Shaders Bible 🙂 jettelly.com/bundles/the-...

#godot
August 17, 2025 at 9:59 PM