Decided to create Christopher Sims (@csims314 on Twitter)
's Tron Noise from the Twitter loop without looking at the source code. Like to think I got close without cheating πŸ™‚

shadertoy.com/view/tlXBz7

A little bit quiet, but fret not. Hard at work here ;)

Revealing a couple of on this solo project of mine ;)

50% gloss, 50% diffuse: It's clearcoat, though R0 is 1.0 right now everywhere. Contact hardening and control over appearance modelling. No stochastic sampling, no ghosting. Preview for HighOmega v3.02
Slightly πŸ™‚ ...coming soon. Sometimes you have to wrestle control back from the pipeline πŸ˜‰

The reason R0 is 1.0 is because things never looked good enough for any change in the refractive index to make a difference: the materials have always been PBR.

De-noising? WHAT ?

directional mapping withOUT (using ) for amazing diffuse.

This leaves only for gloss that should be filtered in .

Good riddance to bad . ;)

Compared to the previous 'tear down' videos, people find this more destructiony... thoughts?

It's all btw, the pieces aren't .

I had been itching to try with pretty much the only I had that fit... my very first one: cineshader.com/view/WtlXRf

... I think it fit well :) ...

This was gonna be my i3D 2020 poster before COVID-19 showed up and decided to make itself comfortable.

I guess we're gonna have to wait and see how the conference evolves? Personally I'm rooting for a teleconference. πŸ‘ πŸ‘ πŸ‘

, edition. Stylistically inspired by Dataairlines / Dubmood 's work (for Razor1911). Tried to make it as Swedish as possible :)

shadertoy.com/view/tltGWf

Music by Mark Sparling (Garden of Hope - 2019 dailies). Check out more of his stuff on: twitter.com/Markymark665 . In fact the music is what made me visualize the whole thing together.

Thanks to Otavio Good for the fontmap and the SDF technique. Graffiti encoded by a new version of my very own utils!

So I can finally break this toot embargo a little bit 😏:

HighOmega v3.01 is here:
github.com/toomuchvoltage/High

with an updated , better performance but most importantly more consistent rendering between and . is at the core of this as usual πŸ™‚

Would love to hear feedback here or on reddit:
reddit.com/r/GraphicsProgrammi

covers! This is soooo becoming a thing! πŸ˜†

shadertoy.com/view/wscGWB

I actually dared to distort an with an for this one during . Does result in infinite loops that need detection/termination... but that's more or less easy. Check out the shadertoy/code to learn more!

Comin' at ya with yet another cover: INFINITE LOOP!
This combines with to combine the ground () with everything else ()!

shadertoy.com/view/3s33WM

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! πŸ™‚

an for can create some pretty interesting results.

These root-like structures are directly the result of peculiar behavior of fBms when their domains are warped.

shadertoy.com/view/wdc3WN

shadertoy.com/view/3s33Rn

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

I can't get enough of recreating these covers in ! πŸ˜‚

Go forth and PREMULTIPLY!(?)

shadertoy.com/view/3s33Rn

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!πŸ™‚

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