Random "work in progress" shots

category: general [glöplog]
^^ This night-time/day-time offset thing is a very common example in GLSL classes, iirc. Although this is a nicer version with clouds etc.
added on the 2016-05-01 20:07:06 by tomaes tomaes
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added on the 2016-05-01 20:24:39 by cce cce

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added on the 2016-05-01 21:14:40 by HellMood HellMood
HellMood: so cute! ^^
added on the 2016-05-01 22:36:56 by wbc\\bz7 wbc\\bz7
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Been working on a tool for months; finally sat down for a couple hours and made something... Some extra post in photoshop, but fuck does it feel good :)
added on the 2016-05-01 23:37:25 by ferris ferris
ferris up!!
added on the 2016-05-02 00:06:17 by mad mad
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added on the 2016-05-02 12:52:55 by Igoronimo Igoronimo
Nice stuff all around.
added on the 2016-05-02 13:22:39 by Preacher Preacher
Igoronimo: maybe a bit less vaseline on the lens? Otherwise cool!
added on the 2016-05-02 16:07:13 by leGend leGend
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WIP collage of our Outline '16 PC entry :)
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Makin' music for a demo.
added on the 2016-05-09 23:19:22 by TomoAlien TomoAlien
added on the 2016-05-09 23:39:13 by Optimus Optimus
TomoAlien: Bass+Yeah = Win
added on the 2016-05-10 05:32:25 by 1in10 1in10
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A small bit of work.
added on the 2016-05-12 14:06:33 by TomoAlien TomoAlien
Don't worry, we were doing some color picking over there and adding some more stuff to it. This is in no way, shape or form final.
added on the 2016-05-12 14:54:18 by TomoAlien TomoAlien
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added on the 2016-05-12 15:21:44 by SnC SnC
TomoAlien: looks interesting :)
Questionably coherent commentary on certain demoscene trends?
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added on the 2016-05-13 05:39:33 by visy visy
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^^ one of my latest shaders; sorry for anti-anti-aliasing. :D (linky)
added on the 2016-05-13 07:28:00 by tomaes tomaes
tomaes: what to be sorry about it? Looks like it needs much more of it and maybe different one, maybe supersample whole screen to get rid of those :)

Visuals itself are very soothing.
added on the 2016-05-13 08:05:02 by leGend leGend
Thanks. :) Some dude in the shadertoy comments wrote that he tried to AA it, but he needed too many samples to make it look good (32?), so it turned out slow as heck. In another shader (golden shower) I just hid the noisy parts by subduing the colors were aliasing was worst. I guess the sane way is to adjust the rendering algorithm properly.
added on the 2016-05-13 09:40:42 by tomaes tomaes
tomaes: In an actual production you normally want some post-processing like hypnoglow anyway...and this gets rid of antialiasing as a side-effect, even with soft settings and few blur-iterations.
This shader has two additional passes for gaussian blur (Buf B+C) and one to blend them with the original image (Image-pass), in other words: HypnoGlow. (forget about Buf D, it´s not used.)
So maybe simply set up some baseCode with the additional passes and continue coding new effects in that basecode...just an idea!
Ofcourse there may be effects you don´t want any HypnoGlow on, as it would destroy the look of it, but in most cases it looks better with HypnoGlow anyway!

Maybe this shader is better readable and doesn´t do additional stuff in the HypnoGlow-Passes...
and not to derail, here´s some WIP:
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