![Snuzuns](/img/default-banner.jpg)
- Видео 836
- Просмотров 42 216
Snuzuns
США
Добавлен 18 мар 2011
Stuff I'm interested in
Copyright free AI Generated Magic The Gathering playlist, Synthwave, Trance, Techno, Industrial
Broadcasted live on Twitch -- Watch live at www.twitch.tv/snuzuns
Просмотров: 4
Видео
Baldur's Gate 3 - Tactician Evil Necromancer run, ep3 - So we got the Necronomicon, now what
Просмотров 110 часов назад
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
MTGA - Breaking into top 100 Historic BO1 with Izzet Belcher
Просмотров 1010 часов назад
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
MTGA - Top 100 in Historic B01 with Izzet Charbelcher, no voice, MTG music
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
Baldur's Gate 3 - Tactician Mode Evil Necromancer Playthrough, EP 2
Просмотров 42 часа назад
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
Baldur's Gate 3 - Tactician Mode Evil Necromancer Playthrough
Просмотров 674 часа назад
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
MTGA - Trying to break into top 100 historic with graveyard strats. Shifting Woodlands/Stormherald d
Просмотров 154 часа назад
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
Copyright free AI generated Warhammer music playlist, metal/industrial/darksynth/techno/trance
Просмотров 504 часа назад
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
MTGA - Top 500 Historic with Stormherald combo while making a magic based song playlist with AI, no
Просмотров 247 часов назад
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
Copyright free AI generated World of Warcraft music playlist
Просмотров 629 часов назад
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
WOW - Farming conquest on Ele sham while listening to AI generated songs about wow pt3, no voice
Просмотров 169 часов назад
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
WOW - Farming conquest on Ele sham while listening to AI generated songs about wow pt2
Просмотров 10412 часов назад
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
UE5 - Working on consistently control over composite Gerstner wave steepness
Просмотров 2412 часов назад
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
UE5 - Experimenting - no voice
Просмотров 1314 часов назад
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
MTGA - Mythic top 500 with Sultai Woodlands Combo, no voice
Просмотров 4114 часов назад
MTGA - Mythic top 500 with Sultai Woodlands Combo, no voice
WOW - Farming conquest on Ele sham while generating songs about wow with a robot
Просмотров 1314 часов назад
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
MTGA - Mythic Climb with Gideon Book Turns/Shifting Woodlands, no voice, 5 hour climb to top 200
Просмотров 4116 часов назад
MTGA - Mythic Climb with Gideon Book Turns/Shifting Woodlands, no voice, 5 hour climb to top 200
UE5 - Chasing the math dragon - no voice
Просмотров 3716 часов назад
UE5 - Chasing the math dragon - no voice
MTGA - Ranking up with Sultai Shifting Woodlands combo in Historic, no voice
Просмотров 5019 часов назад
MTGA - Ranking up with Sultai Shifting Woodlands combo in Historic, no voice
UE5 - Experimenting with screen space projected mesh LOD. Lets try to wrap it around a sphere.
Просмотров 1619 часов назад
UE5 - Experimenting with screen space projected mesh LOD. Lets try to wrap it around a sphere.
MTGA - Ranking up with Shifting Woodlands combo in historic
Просмотров 8021 час назад
MTGA - Ranking up with Shifting Woodlands combo in historic
UE5 - Setting up a screen space projected mesh
Просмотров 2421 час назад
UE5 - Setting up a screen space projected mesh
MTGA - Historic Games with Simic Shifting Woodlands, No Voice
Просмотров 49День назад
MTGA - Historic Games with Simic Shifting Woodlands, No Voice
UE5 - Gerstner waves, adding in triplanar mapping, no voice
Просмотров 38День назад
UE5 - Gerstner waves, adding in triplanar mapping, no voice
UE5 - Coming up with a historical timeline and setting for our procedural galaxy, no voice
Просмотров 12День назад
UE5 - Coming up with a historical timeline and setting for our procedural galaxy, no voice
Depth modified Gerstner waves with FBM and crest masking implemented
Просмотров 24День назад
Depth modified Gerstner waves with FBM and crest masking implemented
UE5 - Trying to finalize and clean up ocean wave hlsl
Просмотров 1114 дней назад
UE5 - Trying to finalize and clean up ocean wave hlsl
MTGA - Ranking up in Historic with Boros Gideon Book Turns
Просмотров 4614 дней назад
MTGA - Ranking up in Historic with Boros Gideon Book Turns
Controllable depth based frequency scaling in single gerstner wave
Просмотров 3314 дней назад
Controllable depth based frequency scaling in single gerstner wave
Making Songs with AI and Amazon reviews - End Result Music Only
Просмотров 414 дней назад
Making Songs with AI and Amazon reviews - End Result Music Only
Copyright free and AI Generated in the same sentence is an oxymoron 😂
this is fire
u need silence
Great work!
Thanks!
After 50 games of woodland combo i can admit that this deck is completely unplayable. Guys don't make my mistake. Don't craft this garbage.
Hmm I mean, I did climb to top 200 with it so it can't be THAT bad. Probs just not for everyone. Frustrating into certain decks - wizards, rw energy if you don't get good luck on mills.
@@snznz Well, Idk what luck is. But after 20 games i did't find a single Omniscience.
You don' have to fix it when you can wo around it. There are a couple things you could do to hide it, one of which is to use the plane mesh, attach it to the camera so it follows, create a low tricount sphere underneath it. Of course they should share the same colour material, none of the complex stuff should be on the sphere. After all you don't ever see crashing waves from space and if you make the screen space plane large enough you could still see the waves from an acceptable distance. It also doesn't have to be a perfectly flat plane, it could be a slight curve of a sphere kind of plane where it's locked to rotating from the axis of the planet, that way you always account for curvature
Hmm the main issue is that at large scales the raytrace sphere logic creates jagged steps/artifacts in the mesh itself at close viewing distances, so while you are right that I could work around the problems when you get far away, the main issue is the offset precision issues up close. It is an interesting technique though. If i could get a double precision ray sphere intersect within a material it might work, but I haven't seen a good way to do it. Other option could be a compute shader but I'd have to look into it.
Where do you get the music?? Really digging it.
It's all ai gen shlock, I just told chatgpt to make lyrics for different planeswalkers and fed it to suno ai
Do you have a link tonthe decklist, thia deck is so great
Deck 3 A-The One Ring (LTR) 246 2 Search for Glory (KHM) 27 3 The Book of Exalted Deeds (AFR) 4 4 Chance for Glory (GRN) 159 4 Gideon of the Trials (AKR) 19 3 Surge of Salvation (MOM) 41 4 Needleverge Pathway (ZNR) 263 4 Sacred Foundry (GRN) 254 4 Alpine Meadow (KHM) 248 1 Faceless Haven (KHM) 255 4 Mutavault (M14) 228 3 Sundown Pass (VOW) 266 4 Snow-Covered Plains (KHM) 277 1 Approach of the Second Sun (STA) 1 2 Settle the Wreckage (XLN) 34 1 Farewell (NEO) 13 3 Karn, the Great Creator (WAR) 1 3 Divine Purge (Y22) 4 4 March of Otherworldly Light (NEO) 28 3 Temporary Lockdown (DMU) 36 Sideboard 1 The Book of Exalted Deeds (AFR) 4 1 Tormod's Crypt (M21) 241 1 Pithing Needle (MID) 257 1 Liquimetal Coating (BRR) 28 1 Cityscape Leveler (BRO) 233 1 A-The One Ring (LTR) 246 1 God-Pharaoh's Statue (WAR) 238
hi mate, why no delighted halfling?
So we are making use of Priest of Titania, so we actually care about our elf tribal-ness, which is why I opted to drop the halfling to fit more elf dorks
what in the actual fuck. These sound really good actually lmao
IKR its nuts
Wild stuff mate
really cool effect thank you, but to expensive in performance 🥲
Yea, if I was going to do it again I'd probably use some form of raymarching
How tf??
Was messing around with different ways to integrate the depth into the wave calculations. Turns out if you base you wavelength on a fraction of the sphere radius, and you lerp that a very small amount with the vertex depth, you end up with this. So something like: wavelength = lerp(radius, depth + 100, .1) * scale. Still trial and erroring other ways to integrate depth into the waves.
@@snznz Interesting
this is a tutorial ??? you only bla bla bla maby you dont now wath tutorial means
maby ur right maby i dont now wath it means
Damn this is really cool. There's so much incredibly content for Unreal, I love it.
Yea IKR too much to do too little time!
can terrain be modified in realtime?
It's generated at spawn time currently. It is possible to write functions that would modify it at run time, but to get true voxel style editing you would probably want to convert the lowest level chunks into a voxel format using something like dual contouring. It's something I'm interested in doing but probably won't get to for a long time.
hey man, just wanna say that this whole project is amazing, ive recently started tryna make my own procedural planet system after seeing Sebastian Lague's vids on it but couldnt find any other decent info for ue5 implementation until now. love it, thanks for making these!
Thanks dude much appreciated 👍
Are you using distance fields?
Nope, I am using scene depth - scene depth without water nodes
@@snznz you might get better directional controls without the depth issues as a bonus if your terrain generates distance fields.
Yea, I haven't been able to do it in a way that is performant enough at this point, but I may look into it more eventually.
@@snznz if only there was a way to precompute the DF and then mask it out over distance.
Ended up calculating the depth at mesh construction and encoding it in the vertex color channels, seems to work well
BTW since I forgot to mention it in the video, you apply the material to a post process volume and make sure and set it's extent to "unbound"
hey im have problem how to fix im have everyting what in need but still dont working [SM5] /Engine/Private/PostProcessMaterialShaders.intermediate.usf(421,9-16): error X3511: forced to unroll loop, but unrolling failed. [SM5] /Engine/Private/PostProcessMaterialShaders.intermediate.usf(489,21-85): error X3511: unable to unroll loop, loop does not appear to terminate in a timely manner (477 iterations) or unrolled loop is too large, use the [unroll(n)] attribute to force an exact higher number [SM5] /Engine/Private/PostProcessMaterialShaders.intermediate.usf(492,39-124): warning X3570: gradient instruction used in a loop with varying iteration, attempting to unroll the loop
Don't know where I messed up, but the shader is not working.
Yea hard to say, I'd double check that all the variables are named correctly and have values around what is in the video
Can I use this for my project by any chance? I'll give credits ofc
Yep
@@snznz ty, do you have a link from where you started the atmosphere? If not I can find it myself ty
@@JesfNwje Not sure what you mean, the custom node code is linked in the description and the video is a guide on how to set it up
@@snznz oh ty
Check the contacts on the marketplace, I'll show you the foam mask
I have a Planetary Ocean plugin on the marketplace, you might want to check it out! I do flat calculations for 3 planes, bend WPO and normals and lay on the sphere from all sides. I also have the Michelic function in the shader ported from some Unity repo but it is unused for now (but it works).
Sure, I'll take a look! My videos here are a bit behind the stream, I have fbm sphere Gertsner waves working now but haven't done any work on making the shader actually look like water yet... Also been having a difficult time getting distance fields to generate properly for the mesh planet which has been a blocker for things like shoreline foam.
@snznz distance field mask is very imprecise at high distances, you can use Depth Behind Water node to create a proper mask (available in Single Layer Water shading model), but that's only pixel shader (you cannot fade off waves based on it). There's DC on the marketplace page, if you join I can show you the mask. My comment keeps being removed by RUclips for some reason
Thanks dude that's actually really helpful info, since even if I could get it working, its expensive to build the distance field during mesh gen... I'll check out your discord when I get a chance. I did try just using SLW shader to see if I could just throw it on as is, but it has weird Z axis issues when I wrap it around a sphere.
Hey man, I've been trying to port Sebastian's Procedural Planet thing to UE5 for the past week or so, and I finally was able to get it to make a sphere, but It absolutely kills my performance, and even crashes the engine when I'm approaching the resolutions I would need to get my heightmap to be actually make any sense. Can you make a tutorial on setting up a frustrum culled, quad tree loading system with a procedural planet sized sphere and loading a heightmap onto it?
Yea his video is very good but did not go into LOD so it really only works for "toy" sized planets where you can get enough detail. I can do an updated planet generation video at some point, but... It is not a simple process and you will need a couple plugins, I use the Realtimemesh plugin to handle mesh generation, so you would want to get familar with generating mesh with it. You may want to start with just 1 flat quadtree. If you can generate 1 flat quadtree, the planet is just 6 quadtrees composing a cube with their points normalized.. Each node should generate its mesh data off the game thread, then submit a delegate to a queue that is processed on the gamethread to generate its actual mesh component. I have a code review video of my initial implementation here ruclips.net/video/E8a1WddwQXs/видео.htmlsi=0LNAW62TbYjG4UN- but it has changed somewhat.
You make a lot of good space stuff, though it's hard to follow the very long unedited videos you release, one can learn from a lot of your work. It's a shame there is no structure to it at all. What is your goal? Are you making products for the marketplace, a passion project game, or just killing time entertaining an itch?
I just do it for fun. One day Ill finish putting it together into a game. As for the channel, it is pretty much just a stream dump in case I ever want to have the raw footage to edit together. Although I do occasionally put together more targeted videos when I finish something I think is worth one.
@@snznz Thanks for the reply. Any interest in doing paid/contract work?
Potentially, it's tough to break into game dev without a professional background in it
How do you plan on implementing an actual star? As I can’t think of any kind of light UE5 provides for light strong enough that travels in all directions
Not sure as I haven't done much research on it but I'm sure I'll come up with something
@@snznz keep me posted
Bro I'm switching from unity to unreal and I seriously despise bps.
'promo sm'
GPU based iFFT is certain to give you a performant and believable setup
Thanks, dude. It's on the radar
You're a wizard Harry
Amazing!
Appreciate it dude!
How did you achieve that?
I use fast noise 2 library for my noise formula and RealtimeMeshPlugin to render the chunks, the rest is a massive amount of grinding my face on C++ code to get it working correctly.
what is your end goal with all of this if you don't mind me asking?
I am building a procedural universe generator with no loading screens/instanced areas. Sort of like a stylized space engine.The planet generation tech is part of it.
@@snznz impressive, good work 👍
What are you trying to do?
Creating a volumetric procedural cloud layer for spherical planets
@@snznz what did you study, are you phd hder or sth like that
I have a BS in computer science and I've been a software dev for a long time, but all my game dev stuff is self taught
Do you think there's a way to have the clouds cast shadows down on the planet surface? Opacity mask seems to break the effect badly.
Maybe, at the time I was only trying to get something that looks good from space so I never bothered. IIRC there was always a trade off. For example you could make it a masked effect with dithered transparency, and then you should be able to get accurate shadows... but you trade off having dithering translucently. Could try playing with the material settings, trying different translucency types, turning off/on raytraced shadows etc. Alternatively, I am currently working on a volumetric raymarched cloud shader which should be dramatically superior to the shader here (can fly through clouds, they are volumetric). That one also has no surface shadows yet, but I will eventually integrate it into my atmosphere shader and try to figure out how to get the cloud shadows integrated into the atmosphere surface lighting. Whenever I have the basic effect done I will probably put out a summary video, then again whenever I figure out shadows for it.
Snuzuns, You're amazing! I hit the like button as soon as I saw it!
Thanks dude!
AMAZING!
Thanks! Next up clouds and oceans, then foliage.
WOOOOOooooo!!!!!
Great work!
Thanks my dude
Hey man, if you don't mind me asking - how are you rendering your planet? Is it the standard static mesh render proxy or something else?
I use the Realtimemesh plugin to render the mesh and I'm generating the mesh data into its expected format. Each quadtree node is responsible for the render state of its chunk. You can find the Realtimemesh GitHub here github.com/TriAxis-Games/RealtimeMeshComponent
how did you manage the fog ? on the horizon.
It's all a part of the converted HLSL function. The original GLSL shadertoy function is here: www.shadertoy.com/view/wlBXWK. I followed the GLSL to HLSL workflow described in the video to convert it for use in Unreal. So basically -> convert syntax, replace hard coded camera/light stuff with unreal equivalents, make all functions standalone (no global constants), update function calls to new signatures, wrap functions in a struct, create struct instance and invoke main image function. Finally, Create wrapping material, add all needed constants/inputs to material, add all needed inputs to custom function, hook everything up.
@@snznz i understand, but fog needs scene depth data, and to disable depth testing in the material, did you do any of these in the material graph ?
@@idirbelaid2837 Yes, As one of the inputs to the custom function we have to pass in maximum depth, I calculate this as distance(world position, camera position), this seemed to work better than trying to use the non linear depth buffer at the kind of scale we are talking about. This is then used in the multi sampling logic as the maximum ray depth. There is no need to disable depth testing in this because it is a post process effect, so it is basically being rendered on top of the existing scene. However, this does mean we can't use default post process effects like lens flare and bloom. I got around this by implementing a custom post process lens flare effect. Should have some videos on that part out soon.
Show the build you toxic lil goblin.
Hmm maybe I can do an overview soon. TLDR is, take skyfury and the hard cast only pvp talent, drop the instant lava burst on earth shock most people run and take storekeeper and lightning rod. Then gear crit>versa to 30>mastery>haste
I haven't played Dragonflight yet. Can you get competitive PvP gear by just doing BG's in Dragonflight? Ele shammy looks fun.
Yea, you can. Basically each mode will give you some amount of conquest for a win. After the first win it goes down to a smaller amount. So just doing 1 win a day in each mode will get you geared after a bit. There is also always solo shuffle and battleground blitz, which both reward larger amounts than the normal random bgs.
@@snznz Sounds good. Thank you for replying! Keep pwning:)
damn good damage dude
Thanks bro
can u share the updated list soon? i like this list
Sure, the current deck list is: Companion 1 Lurrus of the Dream-Den (IKO) 226 Deck 4 Cacophony Scamp (ONE) 124 4 Nested Shambler (MH2) 95 3 Collateral Damage (JMP) 305 4 Fireblade Charger (ZNR) 139 3 Reckless Charge (MH1) 144 4 Scale Up (MH1) 179 3 Supernatural Stamina (AKR) 126 4 Village Rites (STA) 35 3 Dreadhorde Butcher (WAR) 194 4 Mana Confluence (JOU) 163 4 Blackcleave Cliffs (ONE) 248 4 Blood Crypt (RNA) 245 1 Blooming Marsh (KLR) 280 4 Copperline Gorge (ONE) 249 1 Den of the Bugbear (AFR) 254 3 Claim /// Fame (AKR) 229 4 Callous Sell-Sword (WOE) 221 3 Monstrous Rage (WOE) 142 Sideboard 1 Lurrus of the Dream-Den (IKO) 226 3 Claim the Firstborn (STA) 37 4 Knight of Dusk's Shadow (DMU) 96 1 Weather the Storm (STA) 58 1 Back to Nature (M15) 169 3 Lithomantic Barrage (MOM) 152 1 Gaea's Blessing (DAR) 161 1 Windstorm (KTK) 157
Super awesome! Just subbed. I really want to get into planet building like this.
Nice, you should go for it! I have a video from a bit back that runs through the c++ side of it in more detail. ruclips.net/video/E8a1WddwQXs/видео.html Also made some breakthroughs on temperature maps this week which should get uploaded sometime in the next month or so
I enjoy your videos and learning a lot!
Thanks dude!
Man, that some wicked awesome noise you got there.
really cool looking need something like that for my game :D
Thanks, it's a WIP but it's starting to come together
Real cool project man! what are you going to use it for?
Eventually I'll be hooking everything up with the sparse voxel octree stuff I wrote a while back and try to make a universe sim, beyond that not sure
@@snznz Good luck man
Great work man🎉🎉Congrats
Thank you 🙌