Random "work in progress" shots

category: general [glöplog]
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added on the 2020-01-12 02:36:38 by wertstahl wertstahl
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added on the 2020-01-29 22:07:41 by superplek superplek
been a while i coded something. i still don't understand raymarching and distances. but it's procedural and parallax now. :D
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added on the 2020-02-11 18:12:30 by yumeji yumeji
@yumeji: well, nice work then!

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Software synthesizer raw USSR-themed test plug-in (with lots of 'hidden' parameters)/behemoth for commercial plug-ins and perhaps a demoscene prod. or 2. It's FM + wavetable synthesis on speed and has a LOW performance and relatively low size overhead.
added on the 2020-02-18 11:15:46 by superplek superplek
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I made a quad :-/
added on the 2020-02-18 13:35:50 by EvilOne EvilOne
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added on the 2020-02-18 21:33:52 by numtek numtek
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Finally managed to release something again, a 40+ pics strong 8x8 black & white PETSCII icon collection called 40x(8x8). There's a bonus test logo and tons of source files and c64 binaries for good measure too. ;)

In PETSCII Cola v0.5 it looks like this.
added on the 2020-02-22 12:50:55 by tomaes tomaes
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Idea for a new Gfx...
working with blender on something for vr / ar

Black Dragon remember to replace that twig with weed leaf.
added on the 2020-03-25 08:58:19 by leGend leGend
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added on the 2020-03-26 17:42:56 by Xyl2k Xyl2k
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added on the 2020-03-26 19:06:14 by Parzival Parzival
Trying (and failing) to do a CPU bloom filter:

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only the horizontal pass of the blur:

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added on the 2020-04-02 18:19:50 by porocyon porocyon
I dig the failed shots!
added on the 2020-04-02 23:08:18 by LJ LJ
You can make a satori demo out of it :)
added on the 2020-04-02 23:12:07 by Preacher Preacher
i wanted to say what preacher said!
added on the 2020-04-02 23:50:23 by Maali Maali
if anyone wants to be the Zden doing the direction/actual content/..., sure.
added on the 2020-04-02 23:52:57 by porocyon porocyon
@Blackdragon : this image was pixelated on amiga but unfortunately I don’t remember nickname of the artist anymore
good luck : http://artcity.bitfellas.org/
added on the 2020-04-03 01:00:39 by Frogg Frogg
@Blackdragon : this image was pixelated on amiga but unfortunately I don’t remember nickname of the artist anymore
good luck : http://artcity.bitfellas.org/

Louie (https://demozoo.org/graphics/30561/)
added on the 2020-04-03 01:09:44 by neon neon
Raymarching with GLSL nodes

YouTube - https://youtu.be/eMvtjfDDiAU

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Neat, that your own shader IDE?
added on the 2020-04-04 10:29:59 by mudlord mudlord
No it's not my program, it only uses some simple custom nodes that I did in the tool :)

This is a program called Material Maker https://rodzilla.itch.io/material-maker that is supposed to be to make materials / textures using GLSL nodes, but it has several properties that make it generic and very powerful.

1 - Nodes are editable in the program using GLSL
2 - Every node has a preview and parameters
3 - It's possible to group nodes
4 - You can uses functions as inputs
5 - And it's open source https://github.com/RodZill4/material-maker and made in the open source game maker Godot Engine https://godotengine.org/ :)

The 4 is the most important feature, it makes possible to make raymarching nodes, using functions inputs for SDF, textures, etc. But in reality everything is possible! :)

The output can also be a GLSL shader that can be used on Shadertoy :)

I had the idea of doing a program similar like this for many years, I think even before Shadertoy existed, it was suposed to be a web app with a server side to share nodes and creations, with nodes with functions as inputs, and nodes more like werkkzeug (less screen space),but never had time to do that. When I discovered this, I started talking to the developer @R0dZill4, because the program was very similar to what I wanted to do, one day he added functions as inputs and a very simple node to make raymarching https://twitter.com/paulofalcao/status/1220830816512757761, I saw that it now had the potential to do a more complex raymarching and much more, and I started to do a simple raymarching node, and some transformations https://twitter.com/paulofalcao/status/1224153371285901313 I tried to talk to him and give him ideas of how to transform the material maker into an everything maker :)

Material Maker will probably be always a material maker, but anyone can edit the source and do much more with it.

One off the big things is to make a server side to share nodes, that way one coder could make a very good raymarching node, or a new type of object, or texture etc, and share that with the community.

I only added some types, visualisations, and a raymarching node.

You all can use this "custom" version of the program this way:

1 - Install Godot Engine https://godotengine.org/
2 - Get material-maker master branch https://github.com/RodZill4/material-maker
3 - Download my file https://www.dropbox.com/s/5sjvkpv1g5hlwf5/material-maker_PauloFalcao_Pouet.zip?dl=1, it's the new types, visualisations, and a simple example with a raymarching node, join that with the source. ( The code is always cloned into the shader, so when saved the .ptex file has all the GLSL node required, the ideia is that anyone can edit the code on each node. )
4 - Open Gogot Engine, import the project, and run the project in the project manager.
5 - Open my simple example PauloFalcaoRaymarching.ptex, to see how to make a Raymarching node
6 - Play with it, use the sliders (press ALT to do small ajustments, edit the nodes code (using CTRL-W)
6 - Start making new nodes and share that! To share it's possible do to "copy" a node and paste to a text editor, the output is a JSON text :) Or just share the .ptex files.

BTW it's also possible to make new connection types editing io_types.mmt, you also need to make a visualisation for the node, the preview_<type>.shader file.

Have fun :)
Made a new post with this info https://www.pouet.net/topic.php?which=11882
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added on the 2020-04-05 00:48:38 by DanLemon DanLemon