Visual Tech Art posts
Finally back on track!
After a forced holiday of more than 2 weeks I'm finally back :DMy PC broke out of the blue and I had to change Motherboard, CPU and GPU, still no idea of what happened, but I've finally got it back working (hopefully forever) and reinstalled all the apps etc...As I'm writing this I'm uploading the draft of the second episode of the lighting series, so I can review it with Eros, hopefully I'll be able to finalize it in two week...
Depth to World Position calculation
This is an extension of the Oriented Normal Decalsvideo on my YouTube channel.In there I demonstrate how you can calculate the World Normal data starting from the World Position one. Well, if you add one step, you can do the same starting from Depth and Camera data!This is a quite advanced topic and very helpful for advanced shader trickery, enjoy! :)
How to figure out HLSL in Custom Nodes
Have you ever gone through the trouble of needing to call a function that corresponds to a specific node inside your Custom Node HLSL code and having no clue of how to find it?This video will solve all your problems :DHere I explain how to freely discover which are the correct HLSL functions to call when you need them and how to navigate around some obscure Errors you might get!
Photographic Color Aberration PostProcess
Here it is for you a cool CustomNode based PostProcess to download!It replicates the real color aberration that is generated by some camera lenses. The one I tried to replicate in the shots is from the Canon EF-S 10-22mm f3.5-4.5 USM I've owned for a long while. You can see some reference images here.But you can adapt it to whatever you want by changing its colour, falloff and maximum intensity.The cool thing is that I've made it in such ...
First video to reach 100.000 views!!!
So, the Physically Based Cel Shader video is the first one that has reached 100.000 views!!! Huge achievement and in a very short amount of time since publication, that's crazy To thank you all for your contribution to the growth of this channel and in participating in the making of this very cool community, I've created a discount code for the stuff I sell on Gumroad -> PBCELSHADER100K<- !!!Use it on whatever you want, you'll get 50%...
3 - Advanced Flow Maps
Here we go through the implementation of a Flow Map shader, from the basic setup, to the addition of some extra steps to improve its final quality!
2 - Advanced Polar UVs
In this video we go through the conversion of the UVs from Cartesian to Polar, we talk about how to mantain texture proportion at any distance from the center and how to fix the broken derivatives for correct MIPMapping.
1 - UV Atlasing (Index setup and animation)
In this video we go through the basic implementation of UV setup for texture atlases.At the start I briefly explain what atlases are and what they're for, in case you didn't know :)
0 - UV Manipulation Basics
In this video we go through the most basic operations for UV manipulation.You can think about these as the building blocks on which everything else builds upon. Enjoy!
Little Update
Just a little update from my side:If you're not in my Discord Server you might have missed it, but exactly a week ago my first baby was born! So, as you can imagine, now things are moving a bit slow for me, work wise. Especially because we have families coming in and out all the time :DSo, I'm still here, preparing new stuff in the little time slots I can take for myself. I'm pretty sure I'll be able to get back to focus more in a...
3 - Nodes To Functions and Back
When you get into more advanced stuff, or you just want to be more precise with what you're doing, it becomes essential to be able to translate the nodes into actual mathematical functions.It gives you another, very powerful, way of visualizing your algorithms and gives you the ability to verify, with absolute certainty, that your output is what you expect and that can't be further optimized.In my videos you see me using Desmos quite ofte...
2 - Dealing with Out Of Range Values
Here I walk you through some easy tricks I use all the time to understand if the values are in 0-1 range, how far they go if they're not, if they have a linear behaviour and if they have a negative component.This is essetial know-how if you want to build your own complex shaders, dissect properly ones made by others and so on.It's a collection of very basic "data visualization" operations, from which you can start to build fancier...
1 - Colours are Numbers / Numbers are Colours
Let's expand a bit on the key concepts, with a focus on the relation between colours and numbers.At the end of the day, we can ONLYwork with numbers if we use a computer, but the choice of how to interpret them is up to us.In this video I try to make this point clear by breaking down how a Linear Interpolation works and by exposing its "math" counterpart. Same for a circle distance field.
0 - Intro to Shaders and the Rendering Pipeline
This video puts forward all the concepts that I personally consider key to start wrapping your head around how to work with shaders.I tried to explain it in a "Speak like you eat"(as we say in Italy) way as much as possible, so even though it may not be 100% scientifically accurate, it's enough to give you awareness on what's going on and an intuition to guess why something it's done in a certain way.I know it can be very bori...
Laplacian Discount Code added
Hey :DJust a quick communication: after a supporter asked me about it, I realized that I never issued a Discount Code for the outlines (the video came out before I started making them), so I have decided to make one, enjoy :)You'll find it in the usual post that lists all of them, I've also converted all the list entries in links that take you directly to the related product on Gumroad, so you save a bunch of clicks :D
All Discount Codes Listed here
I'll keep this list up to date as I'll add more with new videos :)Laplacian Filter for Outlines: VTAPATREON_LAPLA (4€)Texture Size Checker: VTAPATREON_TEXSIZECHECK (3€)Bilinear&Bicubic Interpolated CellNoise MFs: VTAPATREON_INTERPCELLS (5€)Cross-Hatching Post Process (UE5) Sample Project: VTAP_CH (5€)Ink Print Dots PostProcess (UE5) Sample Project: VTAPATREON_OFFSETPRINT (5€)Triplanar, Pentaplanar, Ennaplanar Mappings + Static&S...
Work in Progress! /!\ /!\ /!\
I'm preparing a public announcement, but I'll tell you guys first because you deserve it:SINCE THE START OF THIS MONTH I MOVED FULL TIME ON THIS!!!I really want to stress that you had a really big part in this, showing me that there's recognizable value in what I'm doing, so THANK YOU!My new video will come out next Monday, I'm currently still setting up few things here and there to prepare for the release, but as soon I'm...
Not a tutorial this time, just a showcase of some tech art fun :D
This inspired me for some cool tutorials! Hang on, I'm gonna ask you what you prefer I'm gonna focus next! :D
Dissecting Substrate part 1 + zip Project
There we go, I'm jumping on the trend (a bit late maybe, I don't see all that buzz around Substrate anymore xD).Anyways, as promised in the video, here you can download the sample project :)Enjoy!https://youtu.be/AgVedkJUEyA
Some notes related to my last video (part 1)
Hey! Since I went less in depth in the math in my last video and I was preparing this slide for a Trainee, I thought it would have been nice to share it with you all :)This is the starting point for all the 3 UV mappings you saw me doing in the video and in general I think can be a good clarification of what the numbers we play with in the material editor actually are :DEnjoy
Sample Project from my last Video!
Video live from 8:00 of 14th May 2023 (London time) :Dhttps://youtu.be/O5CrWYUM4-A
Ray Casted Sphere Nodes
As anticipaded in my latest video, here are the nodes of the shader that transforms the plane into a sphere!You'll just need to copy the whole txt file and paste it into an empty shader!







