So I can finally break this toot embargo a little bit 😏:
HighOmega v3.01 is here:
Would love to hear feedback here or on reddit:
I actually dared to distort an #sdf with an #fBm for this one during #spheremarching. Does result in infinite loops that need detection/termination... but that's more or less easy. Check out the shadertoy/code to learn more!
I actually tried using the luma of the ground texture to compute tangent space normalmap and bring it into worldspace to do bump mapping... but it just made everything noisier so I ditched it.
Bring me all the thoughts! 🙂
Ok, so some improvements since last night:
* more stable stars
* less aliasing (with added moblur)
* box adjusted env map
* gamma correction
* non-skewed nebulas
* some perf gains
Go forth and PREMULTIPLY!(?)
I made fractalTreePart6(...) specifically for the base patterns on the mountains. I also warp the mountains and get their normals accurately.
Would love to hear feedback!🙂
If this takes you back... then you get me! 🙂
Shadow of the Beast track (on the #commodore #amiga) inside the tree level had these awesome #PSYGNOSIS OWL eye balls moving on a sine that could hurt you. Hence this #shadertoy!
https://shadertoy.com/view/3lBSzK produced using my very own Shadertoy utils! https://github.com/toomuchvoltage/shadertoy-utils All covered under #MIT licensing. It is by the way done by #spheremarching an #sdf #WebGL #GLSL
Hey folks, don't forget to check out my latest #shadertoy: https://www.shadertoy.com/view/WljSR1 ... this one is actually important because it was made with: https://github.com/toomuchvoltage/shadertoy-utils which should open up a lot of possibilities for you all 🙂 #webgl #glsl #shader #shaders #commodore #Amiga #C64 #chiptune #cracktro #demo #music #soundtrack
It's almost like a void everyone keeps screaming into... 😟
Also, there's so much content directly linked from Twitter... .... ....
Aaaand to wrap it up... here's the algorithm overview for anyone wishing to replicate this technique 🙂. Enjoy!
Dearest Mastodon community: Look at what I was wrapping up the last few days! Procedural destruction in HighOmega v3.0: https://www.youtube.com/watch?v=ZoeeFxa8Tkc ... there is NO debris baking and geometry is tessellated on the spot. Details to appear soon on reddit! 🙂 . By the way, do we have #screenshotsaturday here too? 🤔
The newest Graphics Programming Weekly by Jendrik Illner is out!
https://www.jendrikillner.com/post/graphics-programming-weekly-issue-90/ ... and I'm pretty damn proud of making the cut! 😀
Make sure to also check this video out: https://www.youtube.com/watch?v=dcK70-ynDBI ... it kinda explains all the hard work 🙂
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