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Hey! I'm Steve ^__^

I'm a technically-minded real-time artist most comfortable when blending mathematics, sculpture, and sheer creative effort. 

Seeking Contract Opportunities!
๐Ÿ”ธ Exhale

๐Ÿ”ธ Exhale

 

No matter the toll,
Nor the miles on your soul,
Until you dissolve into wind & sky.

๐Ÿ”ธ ๐Ÿ”ธ ๐Ÿ”ธ

 

Use Sound ๐Ÿ”Š โคด

A personal exploration on the value of continued effort when facing uncertain outcomes.

The first of a 2-part exploration. Part 2.

Audio by: Landon Ashby
LPAshbyMusic.com

Displacement is deterministic, shader-based, and calculated at runtime. This helps to avoid the inflexibility of pre-baked simulations, as well as the comparatively expensive costs of other real-time solutions (cloth-sim, physics-based, etc).

After passing the wind-vector to the shader, elements like noise & displacement are calculated and layered. This composite is then scaled by the Wind Zoneโ€™s โ€œMainโ€ parameter, allowing the total effect to dynamically change, update, and match particles & other scene-element affected by Unityโ€™s wind-system.

This simple coupling of systems dramatically reduced animation complexity, lowered overall production time, and looked rad as heck ๐Ÿ˜œ

๐Ÿ”ธ ๐Ÿ”ธ ๐Ÿ”ธ ๐Ÿ”ธ ๐Ÿ”ธ

๐Ÿฎ Lanterns & Linework

๐Ÿฎ Lanterns & Linework

๐ŸŸ Shader-based Animation

๐ŸŸ Shader-based Animation