So here is what the length of the derivatives look like on a 3D noise. I'm starting to see why it's useful for emulating terrain erosion ️
So here is what the length of the derivatives look like on a 3D noise. I'm starting to see why it's useful for emulating terrain erosion ️
Took me several days (including so many checks like manual unrolling), but here are the 3d gradient noise derivatives¹ from iquilezles expressed with mix instead of unrolled.
Reason I did that? Well let's pretend it's for clarity and numerical stability (it's all a lie, I was just trying to understand wth was going on here).
Icosagon fractal
\( z_{n+1}=fold(z_n)^2+c \)
with 10 folds total.
Colors produced by blending multiple color gradients of escape time, distance estimation, atom domain, phase and triangle inequality average together.
After trying several broken repos/scripts, I made a Python script for rendering #ShaderToy shaders to antialiased video (or rather, image sequences):
https://github.com/keenancrane/ShaderDump
(This one will surely be broken too someday, but for now it works nicely )
Discovered something in @piko's #Mandelbrot workshop, which I hadn't seen before!
For each number in the complex plane c, start with x = 0, calculate x' = x^2 + c, and repeat this calculation n times!
If the result is then a+bi, draw the color (a, b, 0) for that pixel!
Here's the result for n = 1, 2, 3, ...:
Code on #Shadertoy: https://www.shadertoy.com/view/W3sSWr
Wondering if there's a continuous version?
My new Shadertoy pathtracing - all in playlist - https://www.shadertoy.com/playlist/cX3SDf
First instance featuring #Shadertoy bridge. Subscribe to categories and follow new shaders in your #RSS reader:
https://rssbridge.flossboxin.org.in/?action=display&bridge=ShadertoyBridge&category=sotw&format=Html
Mandelwaves
https://www.shadertoy.com/view/tflSzN
#Mandelbrot Julia sets, traced around the main cardioid of the Mandelbrot set.
#terminal #windows #hlsl
Since I didn't want to deal with "I lost my router password" problems, I pimped my Windows terminal instead and learned a little about hlsl by converting my #shadertoy shader :)
https://www.shadertoy.com/view/XXyGDt
Don't "optimize" conditional moves in shaders with mix()+step()
https://iquilezles.org/articles/gpuconditionals/
#ycombinator #quilez #inigo #iñigo #fractals #demoscene #computer_graphics #mathematics #rendering #demo #realtime #shader #raytracing #shadertoy #glsl #raymarching #painting_with_maths
#MacOS system libraries as the only dependency and a full screen #framebuffer based app to do software rendering and metal based quad with shader bundle rendering #shadertoy alike effects done. Executable size 51kB in both cases. I don’t know to make it smaller, but it’s already some place for 4kB content and audio bundled in and meet #64kB criteria in a #demoscene compo!
Spooky cubes #Shadertoy https://shadertoy.com/view/X3BBW3
Made using #materialmaker
The original #MaterialMaker generated shader https://www.materialmaker.org/material?id=1016 was manualy simplified and organized for humans Now on #Shadertoy https://shadertoy.com/view/lXfcWs
playing around with a 2D raytracer over an SDF scene #shader #shadertoy https://www.shadertoy.com/view/MXfcRl
Here's a plasma thing based on a quasi-periodic pattern you get when you let 5 planar waves collide. The waves aren't quite simple sine waves, and the code for colorizing this thing is quite funky, but it looks good. It keeps approaching and defocusing 5-symmetries and is fun to watch.
https://www.shadertoy.com/view/Xc2BR1
This got me thinking. The basic mechanism is simple and could be realized with 5 glass windows painted with a sine shade pattern. To make it fun the windows would have to move independently. Ideas anyone?
I wrote a #shadertoy like program using #VulkanSceneGraph (#vsg). Slowly, slowly, am I starting to understand how to use this awesome library. See: https://github.com/vsg-dev/vsgExamples/pull/314