Hello there! Do you remember one of the previous videos in which I demonstrated the transformation of a 3D object into a cloaked sci-fi character? Back then, we used a standard spatial shader and wrote a few lines of code. This time, we'll do the same thing, but without any code - we'll create our shader visually.
#Godot #GodotEngine #godot4 #shaders #3d #programming
Work continues on my fog commission. Exploring #fog as both a figure/trope in horror and as a positive role model for #trans embodiment. Creating 3D environments with #threejs that contain foggy objects, texts, and environments that are rendered in #ASCII characters. Learning more about #shaders, animation, object manipulation, and #proceduralgeneration in the process.
Clouds of canvas supported by a thin, slender structure create the impression of levitating in the air. ⛅
You may READ or either SUBSCRIBE to our summary of news and updates through link: https://amusementlogic.com/new-products/cloudy-shade/
#amusementlogic #shaders #architecture #construction #engineering #design #landscape #urban #concept #leisure #tourism #hotel #resort #camping #campsite #waterpark #themepark #shoppingmall #ombrage #urbain #conception #nouveau #sombra #urbano #arquitectura #diseño
big moment! got all the assets for the center of the open world, the neighborhood, placed! all the houses, trees, grasses, details... it's beautiful too. just tweaking some of the performance now (making sure all LOD's are setup and stuff)...
This is the most accessible article on how to get started writing shaders I've read in a long time. I've bounced out of learning shaders several times, but the way he explains it just works for me. After this and his preceding Lesson 0, I was able to write a shader I've wanted to make for a while, as opposed to only knowing how to write exactly what was presented in the tutorial. I really hope he continues with this series.
The work Michael New does in explaining the #physics of #sound is similar in spirit to what @acegikmo does in explaining #ComputerGraphics and #shaders : giving ground up, patient walkthrough, while speaking like a human and acknowledging the challenging nature of the subject matter https://www.youtube.com/watch?v=fQ8j1vuwByA
Do I dare to add a third dimension to my #shaders learning journey?? More or less, as #godotengine handles it for me, now I enter in the world of Spatial Shaders!!! There is a lot to learn and this is just the beginning, but being able to deform a primitive mesh (sphere) and change the colors is already something.
Honestly, in 90% of cases where the smoothstep function is used, it's actually not chosen because it's the best function for the job but because it has such an intuitive name. The inverse lerp is completely sufficient in many cases, but from looking at its name, it's way harder to understand it's purpose. So if you find yourself using the smoothstep function for anti-aliasing, try out the inverse lerp and save some instructions!
Have been experimenting with some Height-Based puddles for my next shader pack release, also used a little tool that allows users to combine different shader features from the pack into a custom shader as they please (puddles + rt reflections in this case). The reflections are done with the amazing LTCGI: https://ltcgi.dev/
#unity #shaders #vrchat
This is truly absurd and delightful. The "first human computed shader". You are assigned a pixel, given the equation, and need to show your handwritten manual calculation of its RGB value.
"405 different people have been computing pixels by hand for 4 days"
It's made by Inigo Quilez the undisputed king of shaders.
(HT @dpiponi )
Now that I am here, an #introduction would be in order. I sidestepped my way into #gamedev when my friend @Tearcell mentioned they were participating in a #ludumdare game jam and asked if I was interested in helping. That weekend was my first taste of #programming. It was also my introduction to the @godotengine and the crazy magic that are #shaders, which I still don't really understand. 4 game jams later, found on itch.io, and we are now working on releasing #somnipathygame on #steam!
Hello I'm Pekka and I do experiments in computer graphics, video art, and machine learning. I also read a lot. I mostly post about my hobby projects (or #books I'm reading).
Don’t miss out on this Saturday’s Touchdesigner Workshop @vogelfreiplayground !
During our last activity before the summer break, Darien Brito will teach you how to use shaders in TouchDesigner and create mesmerising digital artworks like these. Shaders are programs written specifically for the GPU, which can massively accelerate computations required in graphical and non-graphical applications.
Please note that this workshop requires intermediate knowledge of Touchdesigner. For tickets and more information, check out the link in bio!
📅 July 1st, 13:00 - 17:00
📍 Havenloods, Utrecht → VOGELFREI
🎫 €40 (regular) / €20 (student)
#touchdesigner #workshop #shaders #glsl #touchdesignershaders #livecoder #livecoding #creativecoder #creativecoding #mediaart #newmedia #experiences #interactiveart #interactive #electronicmusic #liveperformance #graphics #experiences #immersiveart #graphicdesign #machinelearning #designer #3d #digitalculture #artists #virtualworlds #technology
Got ask all the time about vertex animation #shaders, #glslViewer running on #blender3D it's so far the best workflow I have every made or use. You can go back and forth between editing your geometry, UVs & vertex color; and animating them on a #GLSL. Why? For vertex animation or generative vertex operations you relay a lot on geometry attributes. Did I told you comes with lygia.xyz ? This makes it a breeze to port the final asset and shader to webGL, Unity, CUDA, WSGL, you name it.
Now I'm working on building up some reusable shaders - here's one that goes from wet mud->sand->sand with grass bits -> grass with rocky bit on slopes. It's procedurally driven so will work with almost any terrain with only a tiny bit of tweaking.