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"uri": "at://did:plc:dxjzgxe7cvirxkwfjr2tjspt/app.bsky.feed.post/3meesmefm6xq2"
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"path": "/t/february-2026-monthly-wip-screenshot-thread/49404#post_2",
"publishedAt": "2026-02-08T20:00:31.000Z",
"site": "https://hub.jmonkeyengine.org",
"tags": [
"https://youtube.com/shorts/7T5b-R9ZWRI?si=iKKp7vv9C44Ibl88"
],
"textContent": "This month I started to work on the building system for my game. After a crash course in current Blender version I ended up with my model for a building. The main goal was to test how construction progress could look like.\n\nI ended up modifying the PBR shader to use vertex colors in a different way - The Green Channel defines the “Construction Height.” Each vertices has a value between 0 and 1 (set in Blender), the shader reveals the mesh part by part\n\n**The Challenge:** The hardest part was the **Shadows**. Initially, the invisible parts of the mesh were still casting “ghost shadows” on the ground. I had to adjust shaders for both the `PreShadow` and `PostShadow` techniques to ensure the `discard` logic synced perfectly with the main render pass.\n\n\n\n\n\n\n\nHere is a quick video of it in action:\n\nhttps://youtube.com/shorts/7T5b-R9ZWRI?si=iKKp7vv9C44Ibl88",
"title": "(February 2026) Monthly WIP Screenshot Thread"
}