The Nature of Light

This is the first part of the tutorial on iridescence. This new series will explore the very nature of light, in order to understand and to replicate how material exhibits colourful reflections. The tutorial is oriented to Unity game developers, although the techniques described can be easily implemented in other languages, including Unreal and WebGL.

You can find the complete series here:

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Tentacle Suckers Shader

Following the unexpected success of the tutorial on Inverse Kinematics for Tentacles, I have decided to share the shader that I used to make them so realistic.

If you are not familiar with shaders, fear not. This tutorial will be target at beginners, and you’ll only need a basic understanding of how Unity works.

  • Introduction
  • Part 1. Creating a new Shader
  • Part 2. Refitting the Shader
  • Part 3. Normal Extrusion
  • Part 4. Sucker Waves
  • Part 5. Selective Extrusion
  • Conclusion & Download

A link to download the full Unity package for this tutorial is provided at the end.

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Inverse Kinematics for Tentacles

This post continues our journey in the depth of Inverse Kinematics. In this tutorial you will learn how to apply this powerful technique to create realistic tentacles.

 

The other post in this series can be found here:

At the end of this post you can find a link to download all the assets and scenes necessary to replicate this tutorial.

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Inverse Kinematics for Robotic Arms

 

After a long journey about the Mathematics of Forward Kinematics and the geometrical details of gradient descent, we are ready to finally show a working implementation for the problem of inverse kinematics. This tutorial will show how it can be applied to a robotic arm, like the one in the image below.

The other post in this series can be found here:

At the end of this post you can find a link to download all the assets and scenes necessary to replicate this tutorial. Continue reading

An Introduction to Gradient Descent

This post concludes the theoretical introduction to Inverse Kinematics, providing a programmatical solution based on gradient descent. This article does not aim to be a comprehensive guide on the topic, but a gentle introduction. The next post, Inverse Kinematics for Robotic Arms, will show an actual C# implementation of this algorithm in with Unity.

The other post in this series can be found here:

At the end of this post you can find a link to download all the assets and scenes necessary to replicate this tutorial.

Continue reading