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Matthew Wilde

@skilful.bsky.social

Visual Effects Developer at Valve

2,698 Followers  |  269 Following  |  40 Posts  |  Joined: 31.08.2023  |  2.2695

Latest posts by skilful.bsky.social on Bluesky

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Liquid shader is back for the CS2 charms, this time with not-fake physics and not-fake refraction!*

*it's all fake, it's a videogame

02.10.2025 01:41 β€” πŸ‘ 84    πŸ” 6    πŸ’¬ 8    πŸ“Œ 0
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The Grandaddy show in Seattle last night, they had a slideshow of old photos taken from various places on tour mostly. The headline got a chuckle from the audience when it popped up. It was followed by a cool horse.

19.09.2025 17:10 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 2    πŸ“Œ 0
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@quantick.bsky.social fame

19.09.2025 16:49 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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You should check out this new game @counter-strike.net prettyy good

23.06.2025 18:21 β€” πŸ‘ 27    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Valve Corporation We make games, Steam, and hardware. Join Us.

I hope this was interesting, it's nice when people take an interest in how things are made. There are lots of little ideas and solutions that go into this kind of thing and it's really fun to work with the awesome people at Valve to make it happen.

p.s. we're always hiring www.valvesoftware.com/en/

13.06.2025 21:06 β€” πŸ‘ 30    πŸ” 0    πŸ’¬ 2    πŸ“Œ 0

I don't really have anything to add about the bottle shader but do check out @doomquasar.bsky.social 's video if you haven't seen it!
www.youtube.com/watch?v=9XWx...

The CS2 version is pretty much the same, although the physics/not physics is done a bit differently.

13.06.2025 21:06 β€” πŸ‘ 22    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

The caustics from the interactions come from sampling the buffer again, this time reprojected to fit the underwater geometry from the direction of the sunlight. It has its limits and the fade happens when you approach the edge of the buffer. It's also refracted in the same way as the frame buffer.

13.06.2025 21:06 β€” πŸ‘ 16    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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The blue channel was originally just to add silt being kicked up but ended up used for more general long-lasting interations. It's used to carve out a path in the surface debris and the normal derived from this channel allows us to push the UVs apart a bit so it feels like you're moving it around.

13.06.2025 21:06 β€” πŸ‘ 30    πŸ” 1    πŸ’¬ 2    πŸ“Œ 0
interaction buffer showing where foam effects will be drawn

interaction buffer showing where foam effects will be drawn

the foam as it's drawn, a combination of the interaction buffer and other textures

the foam as it's drawn, a combination of the interaction buffer and other textures

The green channel is used to define where foam should be and is combined with other textures to make it look more detailed than the buffer can handle by itself (although I wish this looked better to be honest).

You can also see here how the red channel perturbs the UVs to give it a parallax effect.

13.06.2025 21:06 β€” πŸ‘ 17    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
combined normal mapping on the surface of the water

combined normal mapping on the surface of the water

The red channel's ripples become normals and are combined with ambient normals along with those from the surface debris and a little from the foam shape too (as we're calculating it anyway). These are then used for the lighting, reflection and refraction effects in the shader.

13.06.2025 21:06 β€” πŸ‘ 21    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Exactly as stated, the red channel is used for waves/ripples, green for foam, blue for softer and longer lasting interactions. The buffer is sampled directly in the water shader - 3 times for the surface so we convert the channels to normals too.

13.06.2025 21:06 β€” πŸ‘ 14    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

The buffer is smaller still on lower settings. The reason it's not shrunk the same in both dimensions is we noticed the limitation of where it starts to look too blocky happens sooner in the vertical due to the foreshortening you usually get when looking out horizontally across the plane.

13.06.2025 21:06 β€” πŸ‘ 16    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Interactions are where particle effects would tend to be anyway. E.g. when a character intersects the water plane a particle system is spawned containing both the splashes (normal particles) and the water interaction (water plane oriented interaction effects).

13.06.2025 21:06 β€” πŸ‘ 17    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

This is a great thread @hillsguy.bsky.social, I'll add a bit more context here for anyone interested.

Yes there's no fancy sim - it just uses a water interaction buffer as a target for the particle system rendering, so we could use the power of particle system we already have.

13.06.2025 21:06 β€” πŸ‘ 236    πŸ” 52    πŸ’¬ 4    πŸ“Œ 0
Cat tree with plump orange cat fruit

Cat tree with plump orange cat fruit

My cat tree has fruited! Does anyone know if this plump beauty is ripe for the picking?

25.05.2025 21:02 β€” πŸ‘ 46    πŸ” 1    πŸ’¬ 4    πŸ“Œ 0

Munoz on -1 for a double game week though

16.04.2025 20:15 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

The hardest chance. Phew!

16.04.2025 20:04 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

8 goals now so far and 1 assist 😭

16.04.2025 19:24 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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How's it going on twitter sorry the everything app sorry twitter

15.04.2025 19:15 β€” πŸ‘ 11    πŸ” 0    πŸ’¬ 3    πŸ“Œ 0

It might also be the Harold Shipman beard. Hope you're well mate!

23.03.2025 22:45 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Steamworks Development - Steam Year In Review 2024 - Steam News At the end of every year, our team looks back at the features we shipped and the problems we solved. We summarize that work for the developers and publishers of PC games.

Today we shared the 2024 Year In Review, a summary of all the cool new tools and features we added to Steam last year. (plus some interesting data points about how the platform is growing).
store.steampowered.com/news/group/4...

14.03.2025 03:46 β€” πŸ‘ 21    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
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Genuine question @dominos-pizza.bsky.social : Is that stuffed crust or classic?

13.02.2025 12:48 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

On reflection I blame @vizcomic.bsky.social

09.02.2025 23:52 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I'm not even sure where I got that picture. This was the early 90s, it's not like today where people are accustomed to being able to Google pictures of Peter Beardsley's cock and balls whenever they want

09.02.2025 14:26 β€” πŸ‘ 9    πŸ” 0    πŸ’¬ 3    πŸ“Œ 0
Badly home made t-shirt featuring a transferred photo of 80s footballer Peter Beardsley with his cock and balls hanging out

Badly home made t-shirt featuring a transferred photo of 80s footballer Peter Beardsley with his cock and balls hanging out

Honestly if you can't see this I envy you

Honestly if you can't see this I envy you

Clearing out my parents house which isn't much fun, but it was heartwarming to see my mum kept hold of the t-shirt I made with Peter Beardsley's cock and balls hanging out

09.02.2025 12:21 β€” πŸ‘ 29    πŸ” 0    πŸ’¬ 2    πŸ“Œ 0
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Subtle things to make your shaders better:

1) Anti-aliasing - Real life is not limited to pixels so unless you're specifically going for a pixelated style, you should be anti-aliasing everything!
mini.gmshaders.com/p/antialiasing

27.01.2025 17:26 β€” πŸ‘ 118    πŸ” 15    πŸ’¬ 7    πŸ“Œ 1

Post you from a different era. I suppose I still do colouring in, in a way

22.11.2024 02:41 β€” πŸ‘ 9    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Hello Bluesky, we're here now too!

18.11.2024 23:26 β€” πŸ‘ 2779    πŸ” 313    πŸ’¬ 72    πŸ“Œ 32

This is the official CS account on here btw

bsky.app/profile/coun...

18.11.2024 22:39 β€” πŸ‘ 87    πŸ” 2    πŸ’¬ 3    πŸ“Œ 0
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I cannot tell you how much work this was. I hope everyone enjoys it. There's some insane stuff in here.

Half-Life 2: 20th Anniversary Documentary
youtu.be/YCjNT9qGjh4

15.11.2024 23:03 β€” πŸ‘ 2189    πŸ” 532    πŸ’¬ 100    πŸ“Œ 73

@skilful is following 19 prominent accounts