Procedural Day/Night Cycle

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t3ssel8r

t3ssel8r

3 жыл бұрын

Date of Recording: 2020-11-02
Today I worked out a procedural day/night cycle system for my pixel art engine. The material colors are blended by interpolating between different variants of the materials for day, night, golden hour, and twilight depending on the angle of the sun. This gives the artist full control over the color palette for specific sun angles, while making the day/night system itself entirely procedural.
I'm not sure if I need dynamic day/night cycling in-game, but even if not, it will still be very useful for easily changing time-of-day depending on story progression, etc.

Пікірлер: 21
@leobottaro
@leobottaro 3 жыл бұрын
dude, your work is amazing, feel proud!
@TrickorTreatOP
@TrickorTreatOP 3 жыл бұрын
This is mind blowing, thanks for doing this
@_jdfx
@_jdfx 6 ай бұрын
truly amazing! well done!
@fnustudios1781
@fnustudios1781 3 жыл бұрын
Is this sprites or 3d with post filter that makes it look like pixel art? This is what I want in my game. Amazing work regardless!
@t3ssel8r
@t3ssel8r 3 жыл бұрын
thanks, it is mostly custom shaders on 3D geometry. The grass is sprites.
@eboatwright_
@eboatwright_ Жыл бұрын
Wow. Looks amazing!
@nosmer9458
@nosmer9458 Жыл бұрын
How did you manage to make such nice pixelization effect on the object borders? Absolutely gorgeous.
@blarget2167
@blarget2167 3 жыл бұрын
What would be cool if the cycle was actually super slow so you saw your game slowly change.... like 1 hour long days.
@t3ssel8r
@t3ssel8r 3 жыл бұрын
Day-night progression the way you describe in open-world overworld makes sense. It's also nice to control the time of day explicitly during parts of the story for narrative purposes.
@blarget2167
@blarget2167 3 жыл бұрын
@@t3ssel8r yeah, and you could write in time skips and time holds as well. a cutscene and whole arch could be done in real time instead of 24x time.
@magovago3109
@magovago3109 Жыл бұрын
Awesome man, this is awesome, so are you, as the creator, I wish someday to do something like this.
@shadamethyst1258
@shadamethyst1258 3 жыл бұрын
I wonder how the same demo would look like with some AO thrown into the mix; the blue hour is usually characterized by very soft shadows and the sky being the primary light source (basically a brighter nightsky). I'd throw the AO in the lighting map before the quantization. The AO would also be useful for cloudy or rainy scenes. (Still gotta watch the other videos :p )
@t3ssel8r
@t3ssel8r 3 жыл бұрын
yeah, interesting thoughts. I might play with some form of SSAO, or maybe fake larger scale AO. thanks for the suggestion.
@EricDaily
@EricDaily 3 жыл бұрын
Disgusting!............ly beautiful and well executed
@yosuanicolaus
@yosuanicolaus 2 жыл бұрын
I'm stealing this line
@DcCoO
@DcCoO Жыл бұрын
how does the toon shader changes smoothly from light to dark colors using a ramp texture? when the light changes direction, the region of the toon shader might change from gray to white (for instance) and the color transition would not be smooth. my toon shader has this issue in flat surfaces... what was you approach on this issue? amazing work btw
@overhyped7878
@overhyped7878 2 жыл бұрын
Would love to know how you make the light slowly light up the ground like you have here. Do you use a directional light but with modified values for the normals?
@t3ssel8r
@t3ssel8r 2 жыл бұрын
yep, perturbing the normals on flat ground is pretty important for a toon shader with hard color transitions to prevent sudden popping.
@Favmir
@Favmir Жыл бұрын
When your game is done, you gotta make some of the scenes as into Wallpaper Engine wallpapers
@michalzitek
@michalzitek Жыл бұрын
Could you give us some information on how you blend materials?
@edu_src
@edu_src Жыл бұрын
what is the name of this effect?
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