Tomáš Weiss's Avatar

Tomáš Weiss

@tomasweisss.bsky.social

Unity Generalist and Tech Artist at Promethist.ai Computer Graphics student at FIT CTU XR enthusiast | aspiring graphics programmer | 22

92 Followers  |  311 Following  |  57 Posts  |  Joined: 07.02.2024  |  2.4704

Latest posts by tomasweisss.bsky.social on Bluesky

The video is marked as being for children which decreases visibility on YouTube massively and disables saving it into a playlist. Could you change that?

28.07.2025 06:28 — 👍 1    🔁 0    💬 1    📌 0

Yeah okay! That does fit the use case I think, even if a bit extreme here.

27.07.2025 16:23 — 👍 2    🔁 0    💬 0    📌 0

If the blurring is based on the accumulated fog, it should be variable based on the variable density, no? It's admittedly hard to tell how variable it is from the compressed video 😅.

27.07.2025 15:43 — 👍 0    🔁 0    💬 1    📌 0

It looks really good! The only component that compares unfavorably is the uniformity. I feel like the real images have variable density fog whereas this looks uniform. Is that a technical limitation of your solution or artistic intent?

27.07.2025 15:28 — 👍 1    🔁 0    💬 1    📌 0
Preview
Better Fog: Height Fog, Light Scattering & More | VFX Shaders | Unity Asset Store Add depth to your next project with Better Fog: Height Fog, Light Scattering & More from INab Studio. Find this & more VFX Shaders on the Unity Asset Store.

I definitely think so!

Your main competitor would probably be
assetstore.unity.com/packages/vfx...
Which is not Volumetric. So being a step above in quality for not too much extra performance and still being easy to set up and tweak would make it worth buying imo.

25.07.2025 06:49 — 👍 1    🔁 0    💬 0    📌 0

That would be very useful! This looks gorgeous.

It's not too complicated to make a basic version yourself, but it's harder to find resources on good ways to do things.

25.07.2025 06:42 — 👍 2    🔁 0    💬 0    📌 0
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Graphics Programming weekly - Issue 400 - July 20th, 2025 www.jendrikillner.com/post/graphic...

22.07.2025 15:37 — 👍 57    🔁 19    💬 0    📌 0

Clouds or water!

04.07.2025 11:36 — 👍 1    🔁 0    💬 0    📌 0

I agree and prefer their approach, but I also think they should offer some modular systems themselves. Be it dynamic GI, hair rendering, etc. It is then up to us if we use it or uninstall the package and use some community solution.

25.06.2025 16:41 — 👍 2    🔁 0    💬 1    📌 0
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Saw that "The Witcher 4" UE5 tech demo with the voxel trees for fast rendering at a distance?
I figured... that should be easy to do in TinyBVH. :) So now TinyBVH can do voxel meshes. Attached video: CPU-only, switching between BVH and voxels.
Code in tiny_bvh_foliage.cpp: github.com/jbikker/tiny...

13.06.2025 15:01 — 👍 96    🔁 13    💬 4    📌 0
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Custom water update for my VR game.
Unity 6, URP, Quest 3 native.
#madewithunity #water #quest3 #vr

15.06.2025 22:05 — 👍 6    🔁 1    💬 0    📌 0

For me, even having a window into the game where the 3D effect is made by deforming the image according to the depth buffer could be cool. And that would work pretty much universally.

15.06.2025 13:26 — 👍 1    🔁 0    💬 0    📌 0
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Hola again graphics peeps! 😊

I found myself with enough bits and pieces related to text rendering to warrant a write-up. So here it is! 😱

osor.io/text

Spiced up with direct vector rendering, sub-pixel anti-aliasing, run-time atlas packing, temporal accumulation, and more!

I hope you enjoy it! 🧡

12.06.2025 16:22 — 👍 46    🔁 12    💬 4    📌 0
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I have been making some decent progress on my Ocean Shader's new Wave Editor. Currently, it's just a port of the auto-generator script, but now includes preview screens to make sure lower resolution settings still look coherent.

Next up, making the Wave Settings editor!

#Indiedev #Unity #Shader

15.04.2025 05:27 — 👍 18    🔁 5    💬 3    📌 0

WE'RE OFFICIALLY PAST 1300 FOLLOWERS IT'S ALMOST TIME 2 POST THE LAUNCH DATE????

07.05.2025 13:16 — 👍 78    🔁 17    💬 3    📌 1

That's awesome! I've been meaning to study froxel fog but struggled to find any good sources. Could you share?

03.05.2025 18:54 — 👍 1    🔁 0    💬 1    📌 0
Preview
『ゼノブレイド2』の世界を覆う雲海は、光を行進させる“レイマーチング”で生み出された【CEDEC 2018】 - ファミ通.com CEDEC2018で行われたセッション、“『ゼノブレイド2』のレイマーチングを使った雲表現”をレポート。

Can you link any resources on this? I only found this japanese article which seems to explain it as using raymarching?

www.famitsu.com/news/201808/...

01.05.2025 20:52 — 👍 7    🔁 0    💬 3    📌 0
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How does ROLLBACK NETCODE work, why is it so difficult to program, and why is it the gold standard for fighting games? A whirlwind tour of different solutions #pixelart #gamedev #AnimationVERSUS

The setup: you have a video game with couch co-op and want to add online multiplayer. Easy, right...?

🧵

21.04.2025 13:47 — 👍 1892    🔁 806    💬 19    📌 40
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New part of the Florist house for my personnal project ! ⭐

21.04.2025 14:01 — 👍 158    🔁 31    💬 5    📌 1
Preview
Lushfoil Photography Sim Review: A Masterclass in Creative Play Lushfoil Photography Sim is more than just a simulation — it's a way to connect, express, and relive the moments that move us.

"Lushfoil Photography Sim is more than just a simulation — it's a way to connect, express, and relive the moments that move us."

19.04.2025 14:39 — 👍 11    🔁 2    💬 0    📌 0
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Procedural rivers now carve terrain, clear trees and grass (and grow reeds on the side), follow basic pathfinding and generate instantly. Next: making them less roadlike with variable width and more natural, winding flow - basically I don't want to see any straight lines💧
NimianLegends.com

18.04.2025 14:32 — 👍 103    🔁 7    💬 5    📌 0
most gamers have held up Time To Finish as a unit of value in a game, but all this has done is lead to bloated, dull, over-padded games that stretch on for 40+ hours with little to say.

i propose a new measurement: Novelties Per Hour. this will incentivize increasingly short but dense games. someday you will be able to play for 30 minutes and have your mind blown 100 times in a row

most gamers have held up Time To Finish as a unit of value in a game, but all this has done is lead to bloated, dull, over-padded games that stretch on for 40+ hours with little to say. i propose a new measurement: Novelties Per Hour. this will incentivize increasingly short but dense games. someday you will be able to play for 30 minutes and have your mind blown 100 times in a row

you know i'm right

16.04.2025 23:55 — 👍 1156    🔁 293    💬 10    📌 4

ATTENTION INDIEDEVS
Show off your art style

31.03.2025 18:31 — 👍 24    🔁 4    💬 0    📌 0

ATTENTION INDIEDEVS
Show off your art style

27.03.2025 11:17 — 👍 38    🔁 2    💬 1    📌 3

ATTENTION INDIEDEVS
Show off your art style

26.03.2025 18:28 — 👍 223    🔁 40    💬 8    📌 6

The link the PDF seems to be broken sadly

26.03.2025 19:37 — 👍 2    🔁 0    💬 1    📌 0
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Got rejected from an Aussie games showcase, so would you help us out and share this around if it looks like something you'd be interested in playing?

23.03.2025 09:26 — 👍 1188    🔁 549    💬 33    📌 13
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interesting repo: "multi-functional, extensible, and high-performance Gizmos drawing utility for Unity. It works both in the editor and in the build, and drawing can be done both in OnDrawGizmos and in Update" github.com/DCFApixels/U...

23.03.2025 17:19 — 👍 5    🔁 2    💬 0    📌 0
A fast-shutter, close-up photo of a wave. Sea foam and spray.

A fast-shutter, close-up photo of a wave. Sea foam and spray.

‘Puissance’, 2017. I love the patterns within waves.

21.03.2025 21:09 — 👍 405    🔁 25    💬 11    📌 0

I love the photos! Is it possible to download or buy high quality versions of your photos to use as desktop backgrounds?

22.03.2025 09:59 — 👍 0    🔁 0    💬 1    📌 0

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