Random "work in progress" shots
category: general [glöplog]
boxf
been a while i coded something. i still don't understand raymarching and distances. but it's procedural and parallax now. :D
@yumeji: well, nice work then!
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.
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.
I made a quad :-/
Idea for a new Gfx...
Black Dragon remember to replace that twig with weed leaf.
Trying (and failing) to do a CPU bloom filter:
only the horizontal pass of the blur:
only the horizontal pass of the blur:
I dig the failed shots!
You can make a satori demo out of it :)
i wanted to say what preacher said!
if anyone wants to be the Zden doing the direction/actual content/..., sure.
@Blackdragon : this image was pixelated on amiga but unfortunately I don’t remember nickname of the artist anymore
good luck : http://artcity.bitfellas.org/
good luck : http://artcity.bitfellas.org/
Quote:
@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/)
Neat, that your own shader IDE?
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 :)
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