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File: displacement.webm (2.71 MB, 720x720)
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TECHNOLOGY
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>>695051168
shame activist devs will use these advances in technology and add them to a tranny/non binary freak and games journalists will tell you it's the hottest thing ever
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>>695051168
cant you do this with geometry nodes in blender pretty easily? i need to stop putting off learning the node shit
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>>695051168
>>
>>695051168
Modern game devs don't give a shit about technology stuff. If you're lucky some indie dev might include something similar in his game somewhere around 2070
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>>695051168
uhhh
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>>695051828
Some kind of shrinkwrap trick
>>
Awesome.
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>>695051349
This.
Troonguard has the best hair physics I've ever seen but that technology will only ever be used to model repulsive wokeoid character designs.
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>>695051168
>>
>>695051168
>frajeelay
>must be Italian
>>
>>695052146
sauce?
>>
TECHNOLOGIC:

https://files.catbox.moe/35bmdt.webm
>>
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>>695052235
>sauce
my little bird can't be this cute
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>>695052235
Dead or Alive Xtreme: Venus Vacation
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>>695051168
Wow, a geometry shader, those are really cutting-edge technology ever since like 2007. Windows Vista, what a remarkable piece of software.
>>
>>695052848
>running at 5fps instead of 5 framer per minute
Now that's the improvement
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>>695052280
that's insane
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>>695052280
looks like real-time rendering has caught up with 2010s pre-rendered wegs
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>>695053074
i've got even better
https://files.catbox.moe/u838g8.webm
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>>695053367
sauce
>>
>>695051168
all of that technology only to be used in some troonslop where they can't even let you make male/female because it's type1/2
>>
Too bad western devs will never use it because it might give gamers an erection, and we can't be having that!
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>>695054581
Saved from twatter years ago
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>>695052280
Thats scary.
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>>695052146
>it has a limit
They should have let us soak her in oil and other substances
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>>695054934
rent free
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>>695054934
Can you go for two seconds without talking about trannies?
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>>695051397
you can, but you cant do anything with nodes "easily"
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>>695055351
he's thinking about the possible applications of this technology and that's a logical train of thought
>>
>>695051168
i am not impressed it just the same shit expanded.
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>>695051168
For 1 whole day I will be the butler of whoever made this technology. They can redeem this reward at any time for they are my soul brother.
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>>695053367
>neuron activation
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>>695051168
is this achievable natty?
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>>695052280
Mour?
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>>695051828
Yup. That bit really killed the illusion. Why is it so hard for 2 virtual objects to deform each other accurately upon colliding?
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>>695052280
This tech
>>695057320
On this belly
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>>695053367
Nope. Didn't see nuffin mr. Glowie.
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>>695057320
only have this:


>>695057342
> Why is it so hard for 2 virtual objects to deform each other accurately upon colliding?
it isnt, it is actually incredibly easy - it just math.
And this is the root of all our problems - math. For complex meshes you need SHITLOAD of math and no CPU can calculate it realtime purely (purely as in accurately). So we resort to hacks and workaround and approximations.
>>
>>695057230
only have this:
https://files.catbox.moe/6o9ej2.webm
>>
>>695057740
>404
>>
>>695057863
Subverted your expectations?
>>
>>695051828
my legs do this, it's pretty annoying and why i only wear long pants
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>>695051397
You can. I did it once. But found that it's fairly limiting. The wrapping geometry can't hang off an object without getting messy. Say you wanted to use this to create foreskin, you can't make it hang off the tip. At least, not with the method I was using. There's probably a fix for it, that will increase the complexity a great deal.

>>695057342
It's as the other anon says. The amount of math required is too taxing on our hardware. In order to get real time collisions that actually look realistic, we will need 1 of two things: A new computational breakthrough, that increases the speed of technology 100x. Like quantum computing or something like that.

Or, a new math breakthrough, that somehow manages to do mass amounts of calculations in an extremely optimized way. You can try to work this out on your own, but it's unrealistic. Like trying to discover perpetual motion. What you'll most likely end up doing, is finding very optimal ways of calculating. But never find the a solution that is ideal.
>>
>>695051397
i'm pretty sure you can just do this with modifiers too
>>
>>695051828
try recomputing yer normals
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>>695058185
just count harder
>>
>>695057863
huh odd I think catbox is finally pozzzed
https://imgur.com/a/onvh6wu
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>>695058432
imgur has been pozzed for a good while lol
>>
>>695058432
are you trying to upload CP or what
>>
photo-realistic bra straps please! i wanna see those huge titties tugging at the straps and dig into her shoulders as they struggle to contain the weight!
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>>695057659
This isn't actually arbitrary deformation, nor is any collision detection required, since the band's location is already defined in relation to the surface.
This makes the technique demonstrated by OP piss-easy. The CPU uses the location of the band to produce a displacement map for the surface exactly once. Not "once per frame", but "once, ever". This displacement map is then loaded into VRAM and used by the GPU to move vertices along their normals. Deforming thousands of vertices per frame is what the GPU was literally made for, so the performance impact is negligible. The CPU does zero work per frame. The leg can then be used as legs are commonly used, and the indentation works as you would expect.

If we wanted to get fancy, I'm sure the displacement map could be recalculated on the GPU per-frame as well, but I sure am not going to figure out how to do that. It might have a performance impact, but it would allow the bands to change positions between frames without torturing the CPU.
>>
>>695058432
>>695058560
imgur banned nsfw posts last year
>>
File deleted.
>>695058560
...no?
https://i.4cdn.org/gif/1732050048812720.webm
>>
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>>695051168
Umm what about blood circulation?
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>>695059779
my blood is circulating for sure
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>>695059779
all my blood is currently elsewhere if you catch my drift
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>>695052146
>>
>>695059779
Simulating the restriction of blood flow caused by arbitrary pressure might be difficult. But if it's achieved, it could be used for dynamic skin discolouration in extremities.
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>>695059976
hot
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>>695059976
>mfw I try to mod the panties out
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>>695059029
that's cool, is this using morph targets?
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>>695058598
oh yes

>>695059029
woah dude, shes 8
>>
>>695059029
i wonder how difficult this is to achieve in games
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>>695060330
that's actually from a porn game called Wild Life.
>>
>>695060324
8 million polygons yeah
>>
>>695060330
that is from a game
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>>695060494
tfw no Tali to milk
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>>695060330
Not at all. Each vertex is deformed based on a pretty simple function of the joint angles near it and the direction of gravity. The CPU will have to do a laughably small amount of calculation and then the GPU does what GPUs do best.
>>
isn't displacement a common operation?
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>>695060731
yeah, anons are being wowed by 2010s tech
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all this tech but the games are shit
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>>695060846
Pedophiles are incredibly stupid
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>>695051397
Geomemetry nodes are the antichrist i fucking hate that they've become so popular so many gigs require being used to them lately.
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>>695060330
Games can do better than that. I wouldn't even say that's particularly great. It's serviceable, but could be improved upon.
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>>695051168
What program and how
>>
>>695061098
Literally any modelling software, but mostly Blender.
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>>695051397
>Geonodes
Lattice modifier, lmao
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>>695051168
https://www.youtube.com/watch?v=GHhD4PD75zY
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>>695051168
Check out my custom fur node. Made it from scratch. It's still a work in progress. It works by duplicating the mesh, splitting all the faces, and then lifting the faces off the mesh in a hinge motion. Then giving each lifted face UV coordinates, and applying a black and white texture to mask a portion of the face in transparency, thus giving it that fur like texture. Because the fur faces are duplicates of the base mesh, it's already shares the UV coordinates of the base. So the color that's textured on the base, shows up on the fur too.

The next step is figuring out how to control which direction the fur hinges from when it's lifted. Right now the hinges are decided by each faces' edges Z distance. Which gets ok results. But ins some spots, the fur is going in a direction that conflicts with nearby fur, making those spots look ugly. These ugly spots aren't very noticeable when the fur is short, but very apparent when the fur is long. So I have to figure out a way to control the direction of the fur, so it will always hinge in the best looking direction.
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>>695062884
Haha cool tech what are you using that for anon?
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>>695062993
Why video games, of course, haha. A cute animal mascot platformer.
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>>695061220
I have Blender. So how?
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>>695061098
live dynamic is difficult
https://f95zone.to/threads/how-can-we-achieve-soft-skin-physics-in-unreal-engine.137663/#post-13774975
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>>695060330
i mean its pretty easy to do, the problem is it takes time
>>
>>695063504
I don't know, I don't use Blender. I definitely know how to do this in raw C++ and shader code though. In Blender, it's probably possible with a displace map and a custom plugin (which is where we circle back to raw C++).
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>basic bitch geometry nodes
>this impresses the /v/irgin
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>>695065519
Technology is not about complexity of tools, it's about efficacy of usage
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>>695053367
Uohhh
>>
frankly, anything fancier than GoldSrc models and animations has been a mistake.
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When am I gonna get to see this tech used for fat bitches, not just boobs and thighs
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>>695053367
>Incredible rigging technology
>Used exclusively by pedophiles to make loli slop garbage
Maybe we should have a draft after all.
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>>695064730
Interesting. Guess I gotta figure out displacement maps.
>>
>>695053367
What is the purpose of the actual human bones?
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>>695057342

accurate collisions would require a ton of computing per frame giving that you would need to do all vertices checks.

We are stuck with either half measures like collision maps(which basically means use low poly versions of the objects to do the checkings) or visual tricks like the OP where you can manipulate the normals and vertices to get something that looks alright most of the time.
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>>695066670
as a display of how the muscles they rig are realistically in the spots they would connect to the bones i suppose
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>>695051168
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>>695059976
Biblically accurate Marie Rose
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>>695066670
Could be a used for a number things.
1. Having a reference to make sculpting the mesh more accurate, and easier.
2. Having a reference to make rigging more accurate. Like say, you're wondering how far one of your rigging bones should be allowed to move. If it intersects with a real bone, then you know it's moved to far, and you can adjust.
3. Using the bones to alter the mesh by proximity. So mesh that is near the bone will be more solid, while mesh farther from the bone will be more pliable.
4. Giving the bone actual collision, so it works like the 3 option, only more accurate.
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>>695061098
The original tweet was some Jap in Blender using Geometry Nodes IIRC
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>>695052068
Bro the hair physics were literally carried over from fifa since all their shit is on the frostbite engine
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>>695052146
ruined
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>>695052280
SOURCE
NOW
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>>695059976
2D? Sry only 4D for me
>>
>>695066515
Time to level the playing field
https://www.youtube.com/watch?v=Zx2LtlZqG3g
>>
>>695067725
ewww sportsball games



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