Tech Art

Welcome to Jekyll!

Nov 25, 2024. | By:

You’ll find this post in your _posts directory. Go ahead and edit it and re-build the site to see your changes. You can rebuild the site in many different ways, but the most common way is to run jekyll serve, which launches a web server and auto-regenerates your site when a file is updated.

Jekyll requires blog post files to be named according to the following format:

YEAR-MONTH-DAY-title.MARKUP

Where YEAR is a four-digit number, MONTH and DAY are both two-digit numbers, and MARKUP is the file extension representing the format used in the file. After that, include the necessary front matter. Take a look at the source for this post to get an idea about how it works.

Jekyll also offers powerful support for code snippets:

def print_hi(name)
  puts "Hi, #{name}"
end
print_hi('Tom')
#=> prints 'Hi, Tom' to STDOUT.

Check out the Jekyll docs for more info on how to get the most out of Jekyll. File all bugs/feature requests at Jekyll’s GitHub repo. If you have questions, you can ask them on Jekyll Talk.

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Flowmapped-Burn-Shader

Jul 28, 2018. | By: Admin

This was a small shader that came about while I was thinking of different uses for Flowmaps, there are plenty of transition/dissolve effects out there, but most tend to look pretty static since they use static Textures. Here I've flowmapped the noise that drives the dissolve to achieve a location based burn shader. It is far from perfect, but the flowing motion makes it visually appealing as a burning dissolve effet.

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Teleportation Shader

May 17, 2018. | By: Admin

This small shader effect came out of another shader I was making that was inspired by this Fog of War Effect I came across on twitter. I then modified the Material Function to work as Teleportation Shader Effect

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Rainy SurfaceShader in UE4 Part 2

Apr 19, 2018. | By: Admin

This is a continuation of the first part, so if you havn't read that I recommend going through that first since this will continue where that left off, and you will need to be aware of that setup, so that you know how to combine both at the end..

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Star Wars Inspired Hologram Shader and Blueprint System

Mar 26, 2018. | By: Admin

I wanted to do this little shader because I had been watching a lot of the The Clone Wars animated show lately, and I wanted to recreate the holograms from the show, I really like the iconic star wars hologram effect, it's very simple yet effective.

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Glitch Effects

Mar 24, 2018. | By: Admin

This little project was spawned from being inspired by a video I saw showcasing all the cool Glitch Effects from Horizon Zero Dawn

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Post Process Glitch

Feb 22, 2018. | By: Admin

This Post-Process effect came about after I saw this Tweet from Klemen Lozar, it was neat little glitch effect, So I decided to take it a little further and try and make a Post0Process Glitch shader.

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Procedural Hologram Shader

Feb 22, 2018. | By: Admin

This was a quick little effect I came up with, to try and test some ideas I had for some Procedural Vertex Animation and a hacky technique for generating psuedorandom Vectors per face in the Shader. This would probably be infinitely easier to do if Unreal gave us access to Triangle,Vertex and Poly data in the Material Editor. But here's what I did.

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Crystal Ball Shader in UE4

Feb 22, 2018. | By: Admin

Coming Soon..

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Rainy Surface Shader Part 1: Ripples

May 22, 2017. | By: Taizyd Korambayil

Introduction

So this is going to be part 1 of a two parter that will cover how I created my Slope Aware Rainy Surface Material Function in UE4. This part is going to cover how to create rainy ripples/patters on surface that are hit directly by rain, so without further ado, lets get started!

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Wormhole Shader Effect

May 22, 2017. | By: Taizyd Korambayil

This effect is actually just a re-working of one of my old doodles, the effects is quite simple, but it seemed like a really nice use-case. I've seen similar effects being used for "Loot Pickup Effects" in games. It is a basic Vertex Deformation Shader under the hood

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UE4 Apparition Material

May 21, 2017. | By: Taizyd Korambayil

Introduction

This was a simple apparition material I came up with when I was messing around with Inigo Quillez's distance field functions. This shader uses a scaling Distance Field Sphere as a mask transition the opacity, then we use some vdb textures to make the transition look interesting.

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Post Process Scan Effect

May 18, 2017. | By: Taizyd Korambayil

I got some free time this weekend in between school-work, and I decided to go back to doing some shader doodles, I came up with the Post-Process Scan Effect. I imagine it being used in a game as some sort distance based scan Effect.And we also use some simple noise distortion to make the scan effect look a little more interesting

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Ice Shader in UE4

May 17, 2017. | By: Admin

So i've been meaning to do this for a while, but unfortunately finding time was tricky, but I've managed to sneak in some free time in-between assignments to make this write-up. Now, Full disclosure, I am no pro, this was a result of me researching/experimenting trying to get a result, lots of googling etc. So it may not be perfect, feel free to leave some feedback or any changes you may suggest. Anyway lets get started.

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UE4 Vertex Deformation Experiments

Apr 25, 2014. | By: Admin

Coming Soon..

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UE4 Soap Bubble Shader

Apr 25, 2014. | By: Admin

Coming Soon..

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About

I am a Technical Artist.I have a passion for realtime graphics and video games, this website showcases some of my Tech Art work. Feel free to contact me with any inquiries

Contact Details

taizyd@korambayil.com
Savannah, GA United States