Could you unparent the camera position from the position of the character's head if you do videos like this again? Makes it a bit weird to look at. Also you should probably change the hair shading or lighting a bit. Right now, most of it is just a gray area with no depth information. What are you doing for edge detection on the shader for your character model? Well, this was certainly an interesting video. Never seen anything like it. These animations remind me a bit of how samifying made one of his documentary videos
-Yes i can, i will do that for my next vid -I use this rim/toon shading combination on most of my avatars, ion think i will change it because right now i like how it looks, i can add screenspace or baked AO like on the music visualizer vid tho, i just keep it flat on my nanachi avatar -The outlines i use are stenciled, and because i want them to appear only on the edges i had to disable Z write, otherwise they would flicker between materials kind of the same way tris Z fight, because of this, if the material is opaque, the skybox will draw over it and the camera blur will blur it too. it's from a wip avatar shader i've been working on but right now i'm kind of on a trouble with it deciding to either make the stenciled outline write depth, be on the transparent queue as an opaque object, or just remove it and leave only normal outlines, rn i'm trying to find time to work on it
Thank you for giving such useful tutorial.
very interesting video!
Could you unparent the camera position from the position of the character's head if you do videos like this again? Makes it a bit weird to look at. Also you should probably change the hair shading or lighting a bit. Right now, most of it is just a gray area with no depth information. What are you doing for edge detection on the shader for your character model?
Well, this was certainly an interesting video. Never seen anything like it. These animations remind me a bit of how samifying made one of his documentary videos
-Yes i can, i will do that for my next vid
-I use this rim/toon shading combination on most of my avatars, ion think i will change it because right now i like how it looks, i can add screenspace or baked AO like on the music visualizer vid tho, i just keep it flat on my nanachi avatar
-The outlines i use are stenciled, and because i want them to appear only on the edges i had to disable Z write, otherwise they would flicker between materials kind of the same way tris Z fight, because of this, if the material is opaque, the skybox will draw over it and the camera blur will blur it too. it's from a wip avatar shader i've been working on but right now i'm kind of on a trouble with it deciding to either make the stenciled outline write depth, be on the transparent queue as an opaque object, or just remove it and leave only normal outlines, rn i'm trying to find time to work on it
oh HI
Suenas muy ingles amigo sigue asi