
wheatleymf
@wheatleymf
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Making 3D art and shaders for @SmallFishDev. Props, environment art and shaders. Custom maps for Rust... sometimes. pfp artwork by @Zorreta_Punk
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Joined July 2019
I've been working hard on preparing this teaser – when Steam page goes live, please wishlist it! . Lots of work on models, materials, shaders and graphics backend: but it's going well. I've got a lot more to share from now on! #sbox #gamedev.
MY SUMMER COTTAGE is coming to STEAM!.Learn more about Standalone Edition!.➡️Steam store will go live soon, pleave just give us some time!.The ultimate Finland life simulator returns, stronger than even, with a complete overhaul of nearly all activities
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Little extra: mesh blending with terrain using splat heightmap masks, can define blend length (in world units) via materials. It can optionally copy terrain normals, too. Turned it into a little helper function in HLSL, so I can easily plug it into any shader for terrain blend.
Making a simple tool to adapt terrain heightmap onto splines for @s8box, as well as draw any splats over them. Customizable width, ease-in falloff, and offset. Haven't figured out a nice way to handle rotation minimizing tangents yet, but it's somewhat useable!
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Making a simple tool to adapt terrain heightmap onto splines for @s8box, as well as draw any splats over them. Customizable width, ease-in falloff, and offset. Haven't figured out a nice way to handle rotation minimizing tangents yet, but it's somewhat useable!
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Don't miss it! This is going to be a fun event for the s&box community and creators, I don't think we've ever had this kind of show for s&box before. You may also find out what I've been working on for many months now. :-).
We will be hosting a special watch event on July 19th, 4:00 PM (GMT) for @Eridiium's s&box showcase. ➡️Why? We want to support all s&box creators! And also, you may hear some very good news from us! ;-).• •
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@s8box • Skybox Shader: • Common Functions: Sorry for not posting in a while, I've been busy working on some very interesting things. 🤠.
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Just finished writing two new articles for my "@s8box shaders for noobs" website: Custom Skybox Shader, and Common Functions!. Setting up vertex shader, view ray UVs, iterating with Light API, TextureCubes, and bunch of other little extras. Stay tuned for even more soon-ish! :-)
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My s&box water shader tweet got mentioned in @80Level recent article about @ozmant's vehicle physics, very nice. :-) . It's good to see s&box content receiving more exposure in media. There's a lot more of awesome stuff that deserves attention.
Making little rework of Shoot & Build water shader to get rid of material input maps and generate waves & normals at runtime instead. This isn't very necessary for the game visuals, but I love messing with this type of stuff in @s8box
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Working on a terrain detailing system for @s8box using indirect instanced drawing, with instance data calculated and stored on GPU end.🤠Little preview of a custom sky shader, too!. (everything is work in progress)
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Experimenting with a custom shading model in @s8box, using custom BRDF model with stylized surface-stable dithering, pixelated shadows, and support for subsurface scattering using thickness map. WIP! Has plenty of inaccuracies that I'll need to resolve in the future.
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I've just released "Shaders for Noobs" - website with a collection of beginner-friendly tutorials on @s8box shaders. It covers nearly all basic surface shader features. Website is open-source too, so contributions are welcome!.
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