For the past two years I’ve been working on a Procedural Spaceship Generator in Unity. I consider the planned version of the project complete. Recently, I posted a bit of a post-mortem on it here: Procedural Spaceship Generation For further
In my own experiments I did not include any sort of view-dependent effect, which – I know – is a pretty huge part of how translucency shaders usually work. I was more interested in exploring other properties, playing with IBL
A while ago I decided to try modeling some Translucency Shaders in Unity. Translucency in general is fairly complicated to simulate real-time. When you are dealing with objects that are not entirely opaque you’re presented with: * Refraction * Chromatic
I’m Fernando Fagundes, I’m a Brazillian 3D Environment Artist and Game Developer. I’ll be posting my artwork, tools and projects, and talking about them a bit in this blog. Cheers!