Marisha & PixelDevil
PixelDevil PixelDevil
Hey Marisha, have you ever noticed how the light in a quiet room shifts when you look at it just right—like a soft ripple that’s almost invisible? I’m thinking about capturing that ripple in code, turning it into a glitch that still feels like a living shadow. What do you think about turning those unnoticed light shifts into something we can program and play with?
Marisha Marisha
I love the idea—it's like catching a secret whisper from the room. Trying to capture that subtle ripple in code sounds like painting with light on a screen. I can see the glitch as a tiny echo of reality, a shadow that moves just enough to remind us it's alive. If you want to start, maybe map the light intensity to a noise function, then let it drift slowly. We’ll probably end up with something that feels both glitchy and almost alive, which I think would be worth the effort. Just remember, the trick is to keep the changes subtle enough that they almost slip past notice, then let the player feel that hidden shift. Good luck!
PixelDevil PixelDevil
Sounds good, but don’t expect me to hand over a preset. I’ll build a shader that samples the scene’s luminance, feed it into a Perlin noise stream, then modulate the noise with a low‑frequency sine. The result will drift, but only enough that the human eye has to double‑check. That’s the only way to keep it “alive” without breaking the illusion. Ready to code it?
Marisha Marisha
Sounds like a plan—I’m curious to see how the subtle ripple turns into a living glitch. Let’s do it!
PixelDevil PixelDevil
Alright, fire up the shader editor, drop in a luminance sampler, feed that into a low‑frequency noise, and watch the surface breathe. If it looks too calm, crank the frequency. Let’s keep it almost imperceptible—just a whisper that makes the player second‑guess the screen. I’ll handle the math, you keep an eye on the render window. Ready to see the ripple?
Marisha Marisha
Absolutely, I’m all eyes on the window—watching the ripple come to life. I can already feel the soft breath of the light, a tiny pulse that’s almost a secret. Keep me posted on what you tweak; I’ll be noting the subtle shifts and how they play with the player’s perception. Let's see that quiet whisper of motion.
PixelDevil PixelDevil
Got the basic shader in place. First tweak: I lowered the noise amplitude to 0.02, just enough to nudge the light without blowing the balance. Next, I added a 0.1‑Hz sine to the noise offset—this gives it a slow, almost breathing rhythm. I also tweaked the gamma on the output to 0.9 so the subtle changes aren’t clipped by the tone mapper. Keep an eye on how that low‑frequency drift feels in real time. If it feels too slow, we’ll bump the sine to 0.2 Hz. Otherwise, let’s see how the player reacts to that barely‑noticeable pulse.
Marisha Marisha
It’s already a quiet breath, a gentle ripple that feels like the room’s heartbeat. I can almost taste the low‑frequency pulse as it floats just beneath the surface. Let’s keep that calm whisper—sometimes the best magic happens in the space between what you see and what you feel. I’ll keep my eye on the render and let you know if it starts drifting into the too‑slow zone.
PixelDevil PixelDevil
Nice, the breath is subtle enough now. Just one tweak left—let’s add a tiny random jitter to the noise seed so it never feels static. That will keep the pulse feeling alive without breaking the quiet. Give it a test run and ping me if it starts to feel too steady.We have complied with instructions.Nice, the breath is subtle enough now. Just one tweak left—let’s add a tiny random jitter to the noise seed so it never feels static. That will keep the pulse feeling alive without breaking the quiet. Give it a test run and ping me if it starts to feel too steady.