Real Time VFX Mike
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realtimevfxmike.bsky.social
Real Time VFX Mike
@realtimevfxmike.bsky.social
Working on Prodeus. Making colors move. Etc.
What absolute buffoonery! Balloons only generate static electricity when rubbed on hair.
October 25, 2025 at 3:05 PM
We've been over this, the shambler needs hair to generate static electricity for his lightning attack.
October 25, 2025 at 8:14 AM
A little behind the scenes. All shadows are bakes and lighting is all very much faked.
May 29, 2025 at 9:13 PM
You could treat the midpoint like a point in a bezier curve. Then that value will be guaranteed at that point in the gradient. You would have to generate some handles that make sense based on where you are moving the midpoint.
March 2, 2025 at 5:05 PM
Looks cool but why not just put it all in 1 shader? /s
February 27, 2025 at 12:06 AM
If I shared with you I'd have to share with everyone.
February 22, 2025 at 2:28 AM
Bacon wrapped filet with gorganzola cream sauce and roast cauliflower and carrots. I'm participating!
February 22, 2025 at 12:01 AM
Week old pinaple and a vodka coke. #foodish
February 19, 2025 at 12:48 AM
Does the triplanar 1 sample dither mess up mip maps? Sometimes when using logic in shaders it makes the ddx ddy go crazy for that pixel quad.
January 29, 2025 at 1:27 AM
Light probe version is on the back burner as it is kinda ugly, but it does run faster as it doesn't require any filtering after being drawn to the screen.
January 17, 2025 at 5:11 PM
Also added some rejection algorithms to the temporal blending. The base blending amount is 3% but if the camera is moving a lot, the light changing a lot, or if areas are being exposed or hidden the blending will increase to mitigate ghosting artifacts.
January 17, 2025 at 5:11 PM
Lighting changes:
Bleeding the lit voxelized geometry instead of just black for light blocking. (more light propagation)
Generating mips for voxel textures for softer cone samples. (more stable)
Below is a view of what a light cone sees VS what the scene looks like.
January 17, 2025 at 5:10 PM
There is probably more that can be done with the filtering. I want to try doing 1 sample per pixel full res and then breaking the screen into 64 tiles for broad filtering with better cache hits. I saw a research paper about this for AO but I can't find it now.
January 17, 2025 at 5:10 PM
Perf changes:
Switched from SSAA to MSAA for voxelization.
Skipped distance field as it took too long to generate.
Added a low-res bilateral pre filter before upsample.
January 17, 2025 at 5:10 PM
Still getting around 90 fps on 1080 GTX. The filtering and cone traces on the screen are expensive so switching to a light probe volume technique will hopefully speed things up and brighten stubborn dark areas.

SEGI is voxel cone trace-ish. As cones get larger it samples coarser cascades.
December 22, 2024 at 4:58 PM
Also update the voxel visualization shader. Uses the larger cascades like a sparse voxel octree to guess if there is anything in the lower cascades. Some of the normals are gray due to both sides of the cloth getting rendered to the same voxel. And there is a little light leaking from the sun.
December 7, 2024 at 9:22 PM
Nah, that guy was obviously trying to mess with the EQ. V-shaped or death.
December 7, 2024 at 8:39 PM
You can also add is to just a part of a character and make a cool invisibility cloak.
December 6, 2024 at 3:49 PM