hello my talk is online now and you can watch it
www.youtube.com/watch?v=UxGx...
(it's pretty good IMHO)
hello my talk is online now and you can watch it
www.youtube.com/watch?v=UxGx...
(it's pretty good IMHO)
I've written an article for my webpage on how the raymarcher for The Gunk was made! jarllarsson.github.io/gen/gunkraym...
#gamedev #xbox #gp #graphicsprogramming #rendering #unreal
Thanks for pointing this out, I think you're right. I tried a different approach; jittering the dots a little www.shadertoy.com/view/4XVBDh
28.01.2025 21:28 — 👍 1 🔁 0 💬 0 📌 0This is a lot less elegant, but kind of interesting www.shadertoy.com/view/4XGBzz
25.01.2025 03:29 — 👍 11 🔁 0 💬 1 📌 0
Beautiful effect, and thank you for the detailed explainer!
I wonder how it would look with a noisier distribution of dots? Might help with the artifacts at glancing angles
Here's a rough sketch using fractal layers of voronoi www.shadertoy.com/view/M3cfWf
Exploring the fractal reef
23.01.2025 15:02 — 👍 32 🔁 6 💬 1 📌 0cool :) I've applied
23.01.2025 12:23 — 👍 1 🔁 0 💬 0 📌 0I am, though are they okay with fully remote? I’m in London
23.01.2025 11:41 — 👍 0 🔁 0 💬 1 📌 0The atomic structure of fractals
23.01.2025 03:03 — 👍 106 🔁 14 💬 2 📌 2
That’s handled by Three.js threejs.org/examples/mis...
To position them, I execute the map function separately to find the jacobian matrix of p for each gmTransform invocation
Changes to the gizmos are then sent back to the shader as uniforms
It's really fun to explore fractals this way tdhooper.github.io/offline-shad...
20.01.2025 17:00 — 👍 25 🔁 4 💬 0 📌 0
One of the tedious aspects of modeling SDFs with raw shader code is adjusting the position of objects, so I'm adding transform gizmos into my tool
They write changes directly to the shader on disk, so I don't need an external object hierarchy
tdhooper.github.io/offline-shad...
Doing the same in 3D is similar, but we need to find the axis of rotation as well as that convergence point, I break that down here www.shadertoy.com/view/wslyzH
04.12.2024 15:29 — 👍 9 🔁 0 💬 0 📌 0Once we've put all that together we can have some fun with it ;) here's the shader used to make these gifs www.shadertoy.com/view/lf3BDr
04.12.2024 15:24 — 👍 8 🔁 1 💬 1 📌 0Finally we just need to scale exponentially instead of linearly
04.12.2024 15:24 — 👍 3 🔁 0 💬 1 📌 0
Notice there is a point that the fractal converges on, if we rotate around that, it looks better but there's still a little jump
I've a method for finding this point of convergence here www.shadertoy.com/view/tscBDH
We can try linearly interpolating from one transform to the next, it loops, but it's not continuous
04.12.2024 15:24 — 👍 0 🔁 0 💬 1 📌 0Let's look at the problem in 2D, we want to achieve this, moving from one face to the next in a smooth continuous movement
04.12.2024 15:24 — 👍 0 🔁 0 💬 1 📌 0Finding a camera path that loops seamlessly is straightforward if you're just spinning around an object, or zooming in to a point... but I wanted a path that seamlessly loops between two parts of any self-similar fractal.
04.12.2024 15:24 — 👍 0 🔁 0 💬 1 📌 0
This one's from 2020, one again created entirely with a raymarching shader
www.youtube.com/watch?v=ACqg...
This time I'll talk about seamless camera movement...
Our new Radiozoa jewelry collection and Patreon sculptures build on our work designing structures with anisotropic centroidal Voronoi diagrams. Here’s a deep dive thread on what that means and how we generate these forms.
n-e-r-v-o-u-s.com/shop/line.ph...
🧵
Bluesky seems to have lost the video, so here's a link instead www.youtube.com/watch?v=ce-1...
26.11.2024 14:15 — 👍 6 🔁 1 💬 0 📌 0I've messaged you on linkedin :)
26.11.2024 13:56 — 👍 0 🔁 0 💬 0 📌 0Once we have these closest hexagon centers, we can calculate an SDF for the hexagon edges, use that to fracture our head geometry, and even blend smaller heads into the hexagons :)
22.11.2024 16:39 — 👍 1 🔁 0 💬 1 📌 0Here's a shadertoy with a minimal version of this geodisic tiling method www.shadertoy.com/view/XtKSWc
22.11.2024 16:25 — 👍 7 🔁 0 💬 1 📌 0Which we use to tile the face with hexagons, I'm using a variation of this technique from Matt Zucker www.shadertoy.com/view/4d2GzV, it gives you the closest hexagon centers in 2D, which I then project onto the face in 3D by reversing the steps I used to make the uv-map
22.11.2024 16:20 — 👍 1 🔁 0 💬 1 📌 0From these two points, we can construct a little uv-map for the section of the icosahedron face we're near
22.11.2024 16:14 — 👍 2 🔁 0 💬 1 📌 0
I'm using a geodesic tiling based on subdividing an icosahedron, so we start by finding the positions of the closest icosahedron face, and a vertex on that face
I've found a pretty compact way of doing this, without iteration, here www.shadertoy.com/view/fdXcDl
We can speed things up by just calculating distance to the tile we're near, or even better, just the tile-corner we're near
22.11.2024 12:43 — 👍 5 🔁 0 💬 1 📌 0I fragment the head into little hexagon tiles, so how do we find the distance to the closest tile from some position in space? We could loop through a list of tile positions, calculate the SDF for each one, and return the smallest distance... but this becomes expensive for all those march iterations
22.11.2024 12:43 — 👍 2 🔁 0 💬 1 📌 0