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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.

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[-] mojofrododojo@lemmy.world 3 points 1 week ago

Love your youtube channel.

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

[-] FencerDevLog@programming.dev 2 points 1 week 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 1 points 1 week 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.

this post was submitted on 16 Dec 2024
32 points (100.0% liked)

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