Made some irresponsibly subtle tweaks to the smoke shader for #screenshotsaturday
Still amazed how well this works
This is a record of a twitter thread, originally posted in 2016
Made some irresponsibly subtle tweaks to the smoke shader for #screenshotsaturday
Still amazed how well this works
It used to fade out linearly so I'd get these wide areas of one thin color like a gross film over everything (ie the yellow near the bottom)
Solution was treat alpha as sort of an analogue for density. Texels that get displaced further lose their alpha much faster
as if there were a finite amount of material being thinned out by advection
Except everything's faked with absurd magic numbers I made up
Maybe if I made new features instead of endlessly polishing existing ones I could finish making the game
(but seriously that weird oily film look has been bugging me for YEARS now and I'm super happy to have killed it finally)
(also opened up a LOT more variability to play with. Wanted to stay close to the original look but can go a lot further with it if desired)