Illustrations by Lim Heng Swee
#illustration #art #LimHengSwee #Japan #JapaneseArtists #CatArt
Aka Lady Bloom.
Principal Product manager on Substance 3D Painter :substance:, but stay up at night to fiddle with shader stuff.
Speaking French/English.
#gamedev #art #unrealengine #substance #opengl
nobot
Illustrations by Lim Heng Swee
#illustration #art #LimHengSwee #Japan #JapaneseArtists #CatArt
Notes on atmospheric perspective and distant mountains
https://blog.runevision.com/2025/06/notes-on-atmospheric-perspective-and.html
On my recent vacation in Japan, I had ample opportunities to study views with distant mountains. And something about the shades at different distances clicked for me that’s now obvious in retrospect.
Step on snek
@anji @nnenov I also have a repo with some code now: https://github.com/Froyok/Bloom
I rolled my own bloom effect in #houdini COPs based on @froyok 's bloom article ( https://www.froyok.fr/blog/2021-12-ue4-custom-bloom/#what_is_bloom ) its not exactly the same implementation but just through down/upsampling and mixing rather than adding it looks so much better than other bloom effects I've used in the past. And its really satisfying to make it yourself and have granular control.
#genuary2025 #genuary28 Day 28: "Infinite Scroll."
I think it's a good opportunity to focus on building a demo level and some assets to showcase the engine features.
So I started working on a little level, playing with lights and building materials. :D
And so we are today, what am I doing now ?
On the Graphics Programming discord server there will be a showcase of projects, so I plan on participating this year.
I added some tooltip when hovering assets in the window, but most importantly I started adding support to drag and dropping.
First test was with meshes, to be able to drop them into the scene:
Then I did a few other style hack to make the tree view nicer to look at, and also started adding icons based on the file type.
I moved onto another big task, which took less time than I expected : I finally implemented an asset browser in-engine, to be able to navigate through my project files.
At first I spent some time fiddling with ImGui to add a custom split separator that is resizeable.
Another little feature I finally added was a color picker. I wanted to be able to edit more stuff directly in-engine, so I finally implemented the color widgets for lights. It was easy enough because most of the code was from another project of mine. So "yeay" for copy pasting ! :)
Then I noticed some weird behaviors with my directional light used on the fan, and found several bugs in my shadow volume compute shader (I was notably using uninitialized variables).
Then I added a prototype for a new entity type : the rotator !
The goal is to have this entity control another one (here a mesh) to update its rotation.
The moody light + fan was born ! :D
Now that I was able to get information on the fly, it was easy to expand it to the selection overlay system and draw an outline when hovering object. That makes selection much easier: less mistakes !
Finding stuff can be hard sometimes, so I started adding more debug information. I added a little tooltip when I hover objects in the scene to get some quick info for example.
Been a while, so where are we with things in Ombre ?
I continued working on the manipulator a bit to handle scale transformation. I stopped there because I didn't want to think about rotation stuff yet. 😅
Also adjusted its style, wanted to make cooler.