This is NOT a Sphere! - A brief Ray-Casting overview for gamedev [UE5, UE4]
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- เผยแพร่เมื่อ 29 ก.ย. 2024
- In this video we go through a simple implementation and use case sample of ray casting applied to material shaders.
It is done in Unreal Engine 5, but can be applied everywhere (UE4, Unity, Godot, Shadertoy and whatnot, your choice).
At the same time we also look at some more ways to make a plane billboard, as a followup of my previous video on that topic.
The shader will be available for my supporters on Patreon.
Discord: / discord
Patreon: / visualtechart
The irony of course being that the raycast sphere on the billboard is actually a more mathematically perfect sphere because it has infinite resolution compared to a mesh sphere that's actually just a series of flat triangles.
Exactly! :D
That is awesome! You should do a a water shader implementation like the bottles in Half Life Alyx!
YAA I'd love to see your take on this Visual Tech Art!!
why there is lack of jazz musik!!! whyyyy!!!!???
I thought nobody was going to miss it :(
@@VisualTechArt 😄 It adds so much life! Great video as always. Love the addition of the part where you're outside. I'm still struggling with a lot of this and I'm a tech artist
my dude, you are a genius. This is no longer a tutorial, it's just like watching a documentary about space-time
Thanks xD
@@VisualTechArt Anytime, and please do more videos!
can you use your magic to make some kind of fake water fluid obstacle rock?
That's definitely not an easy one, but one worth trying at some point :D
i skipped the explanation pretending i actually understood the concept, which funnily helped me understand it 😂😂😂
passes still feel a bit weird to me conceptually, i think because it was never taught to me, just mentioned in passing while following learning material
math for game developers, algebra without the useless non game devvy things for example i need badllyy bahahaa
Nice video! Can this work with particles? I tried to change object positions to particle position, but it doesn't seem to work.
Yes it can be adapted for sure!
Can't tell you exactly how from the top of my mind tho, maybe you can ask for help in my Discord Server ;)
Okay, but why? Is this more performant? Wouldn't ray casting be more computationally demanding?
Up to you to decide what to do with the knowledge :)
@@VisualTechArt No worries. I was just curious to know what the motivation behind making it was. It's very cool and impressive.
Please do water
Would it be possible to do this with a one axis camera aligned billboard making it look like a Tube/cylinder?
Yes :)
I can't get it to work for me :( . Does this work for UE 5.3.2? Adding the pixel depth offset makes it invisible and also the plane is not turning into a sphere for some reason.
Might have problems with nanite? Not sure to be honest
Never mind I got it fixed. I forgot to add values to the parameters. Other than that thanks for making this is amazing video! Definitely giving a like and sub :)
'promo sm'
Could this be done in terrain?
To do what, exactly? :D But technically yes, you can do whatever you want to every surface
... and THIS.... is NOT what you think!
A walkthrough and explanation, this is treasure.
Wow, fantastic breakdown there.
Woooow, such a great video as all of the other ones you have done! Thank you!
I love that this exists! I am having trouble imagining what context this would/should be used in, though.
Maybe if you want to simulate thousands of marbles this cha be useful xD
The video is just a collection of all the basic elements you need to create fake geometry directly in shader, then it's up to you to find it some purpose :)
I've used it in many cases
really useful, thanks.
amazing explanation, i've been searching for ages for someone to teach me such mathematics that deep and in action, thank you. your channel is now my favorite
I just have a very little question, why did you dot product by itself while you could use the length node? aren't they the same formula? or the length node behaves different?
Dotting a vector against itself gives you its squared length, which is what I needed :) It's the very same of doing Pitagora, but without the square root, which is the formula you use for "vector length"
Great video thanks!
Awesome guide as ever dude!
That thing is wild, but can you use this method on tree and bush billboards?
As long you can translate what you want to make to a math function, yes :D vegetation like this would be quite a challenge though
cool
fell in love
Thank you, if I ever publish my game I will give you a %
I'll wait for it xD
@@VisualTechArt Bro how to texture it?
Comunque fantastico utilizzo della matematica! Mi domando se certe idee ti vengano in mente giocando con gli shader o se effettivamente stavi già cercando una soluzione ad un problema pregresso
Un mix delle due :)
@@VisualTechArt è molto interessante e seguendoti fin dagli inizi posso dire che sei davvero bravo
Questa non è una pipa...
🤣
Ceci n'est pas une sphere ;) era l'idea iniziale in effetti xD