@thomastc@mastodon.gamedev.place avatar thomastc , to random

Finally figured out the right way to combine SSR reflections and refractions in a .

Refraction goes into ALBEDO, mixed with the water's own colour depending on the length of the refracted ray.

Reflection is harder: it cannot go into ALBEDO or EMISSION because it will be added to the value read from the radiance cubemap. But this is exactly what RADIANCE is for: replacing the value sampled from the cubemap with my own. Overly bright reflections are now gone!

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@scdollins@genart.social avatar scdollins , to random
scdollins OP ,
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@maxim@mastodon.gamedev.place avatar maxim , to random

My 12 year old son saw me making Unreal Engine material for the scanner and suggested his ideas. One is really cool, simple and I already want to use it in other places. I called it - POWERSINE

https://www.youtube.com/watch?v=XissxwbMDs0

@runevision@mastodon.gamedev.place avatar runevision , to random

Luminescent Growth

Stateless shader based on Phacelle Noise. Video compression makes it pale; it looks better in the Shadertoy: https://www.shadertoy.com/view/tXGcWR

Ever-shifting string-like growths that glow in the darkness.

@slang@fosstodon.org avatar slang , to random

MaterialX adds support for Slang Shader generation!

The Slang team at The Khronos Group is excited to announce a collaborative milestone: the MaterialX project now includes a dedicated Slang shader generator. MaterialX describes complex, hardware-agnostic look-development data. This integration positions Slang as a critical bridge for open-standard material interoperability

Learn more: https://www.aswf.io/blog/materialx-adds-support-for-slang-shader-generation/
@AcademySwf @openusd

@runevision@mastodon.gamedev.place avatar runevision , to random

I made a directional noise type I call Phacelle Noise which is pretty fast!

Is it new or does something functionally identical already exist out there? I don't know! But I didn't come across one like this yet anyway, so here's my findings:
https://blog.runevision.com/2026/01/phacelle-cheap-directional-noise.html

If you can add any insight, please do :)

Phacelle Noise applied to an animated directional pattern, with multiple visualizations shown in succession.

@binbun3d@mastodon.social avatar binbun3d , to random

3D Fire VFX in godot. They're all basically combinations of static meshes with custom shaders and particles. Godot's node system feels great for stuff like this.

If you're interested you can grab these here: binbun3d.itch.io/fire

30 different 3d fire visual effects viewed within Godot Engine

@absulit@mastodon.social avatar absulit , to random

Another experiment with my POINTS library. This is basically an old physarum/slime demo I made a while ago, but rebuilt with compute shaders, particles and a lot more efficient than before.

@thekhronosgroup@fosstodon.org avatar thekhronosgroup , to random

On the run up to next month's Shading Languages Symposium, keynote speaker Randi Rost has published this blog previewing his talk.

Blog: https://rost.org/2026/01/05/upcoming-the-road-to-glsl/
Event site: https://www.khronos.org/events/shading-languages-symposium-2026

@maxim@mastodon.gamedev.place avatar maxim , to random

The night was very scary, but you have to train your brain every day. I don't have electricity, so I'll show you something from the archive. I'll upload the full version of this Unreal Engine material examples (VectorLength) to my YouTube later

https://www.youtube.com/@alienmax-repository

video/mp4

@thekhronosgroup@fosstodon.org avatar thekhronosgroup , to random

Early Bird pricing for the Shading Language Symposium ends on January 18th. Register now to attend this inaugural, ground-breaking event that will bring together graphics and computer shader programmers, researchers and technical artists with shading language implementers to explore the landscape of shading languages, their future development, and new techniques.

https://www.khronos.org/events/shading-languages-symposium-2026
-V

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@scdollins@genart.social avatar scdollins , to random

Radial XOR

Boolean algebra

(x ^ y) mod n creates a fancy pattern along the x- and y-axes. https://genart.social/@scdollins/111769274655415561

If we add more axes, the irrationality breaks into chaos, but near the origin we get some rather dramatic symmetries.

Looping animation of 42 still images with 11-way radial symmetry of white, yellow, gold, and blue triangles creating elaborately detailed patterns.

@h4ckernews@mastodon.social avatar h4ckernews Bot , to random
@witchcrafter@mastodon.gamedev.place avatar witchcrafter , to random

Continuing my render pipeline tooling experiments - now testing simple deferred lighting!

☀️ directional sunlight
💡 point lights
🏝️ ambient light
🗺️ normal map support

video/mp4

@scdollins@genart.social avatar scdollins , to random
@bug@fosstodon.org avatar bug , to random

Long overdue, but I finally made a dedicated index page for my tiny demos: https://art.pkh.me

It's a bit bland at the moment, and there aren't a lot of , but I'm of course going to add more and more as time goes.

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@absulit@mastodon.social avatar absulit , to random

With the new version of my WebGPU library POINTS v0.6.0 (https://github.com/Absulit/points), I added a bunch of new features like support for depth maps, cameras, bloom and others, so I wanted to make a demo that used all of these.

Oscillating particles that move up and down like waves, some are emissive, and the camera zooms in and out.

absulit OP ,
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All of this and running smoothly without losing any frames. This is the current state of graphics on the web.

@maxim@mastodon.gamedev.place avatar maxim , to random

I finally learned something in the image editor (I'm a programmer, not an artist), and created a test texture for which I created a material in Unreal Engine, and this is what came out of it. Over time I will show the code on my YouTube channel.

https://www.youtube.com/@alienmax-repository

video/mp4

@scdollins@genart.social avatar scdollins , to random

Squeeeeze

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