Geometry Node based cloud creator.
There is a free version, but the price for the full version looks like a no-brainer.
www.youtube.com/watch?v=6_vw...
Geometry Node based cloud creator.
There is a free version, but the price for the full version looks like a no-brainer.
www.youtube.com/watch?v=6_vw...
vec3 p;for(float z,d,i;i++<7e1;z+=d,o+=.1*(cos(z+sin(p.z)+vec4(6,1,2,0))+1.2)/d/z)p=z*normalize(FC.rgb*2.-r.xyy),p.z-=t/.1,d=.01+.5*length(vec2(cos(atan(p.y,p.x)*5.+.2*p.z)+.5,length(p.xy+sin(p.z*.2+vec2(0,1)))-5.));o=tanh(o);
vec3 p;for(float z,d,i;i++<7e1;z+=d,o+=.1*(cos(z+sin(p.z)+vec4(6,1,2,0))+1.2)/d/z)p=z*normalize(FC.rgb*2.-r.xyy),p.z-=t/.1,d=.01+.5*length(vec2(cos(atan(p.y,p.x)*5.+.2*p.z)+.5,length(p.xy+sin(p.z*.2+vec2(0,1)))-5.));o=tanh(o);
#Blender #Programming #memoir
#Blender #Programming #memoir
for(float z,d,i;i++<2e1;){vec3 p=z*normalize(FC.rgb*2.-r.xyx);p=vec3(atan(p.y/.2,p.x)*2.,p.z/3.,length(p.xy)-5.-z*.2);for(d=1.;d<7.;d++)p+=sin(p.yzx*d+t+.3*i)/d;z+=d=length(vec4(.4*cos(p)-.4,p.z));o+=(cos(p.x+i*.4+z+vec4(6,1,2,0))+1.)/d;}o=tanh(o*o/4e2);
for(float z,d,i;i++<2e1;){vec3 p=z*normalize(FC.rgb*2.-r.xyx);p=vec3(atan(p.y/.2,p.x)*2.,p.z/3.,length(p.xy)-5.-z*.2);for(d=1.;d<7.;d++)p+=sin(p.yzx*d+t+.3*i)/d;z+=d=length(vec4(.4*cos(p)-.4,p.z));o+=(cos(p.x+i*.4+z+vec4(6,1,2,0))+1.)/d;}o=tanh(o*o/4e2);
check out the original paper by Abdalla G.M. Ahmed and friends: dl.acm.org/doi/10.1145/...
check out the original paper by Abdalla G.M. Ahmed and friends: dl.acm.org/doi/10.1145/...
Check it out: github.com/RobinLmn/cuda-raytracer
#cuda #raytracing #cpp #graphics #rendering
Check it out: github.com/RobinLmn/cuda-raytracer
#cuda #raytracing #cpp #graphics #rendering
Trying to make it feel smoother and more intuitive. 🎣
#gamedev #indiegamedev #unity3d
Trying to make it feel smoother and more intuitive. 🎣
#gamedev #indiegamedev #unity3d
Given how interactive water in CS2 is, I expected to see some cellular fluid simulation, but turns out they just use a low-resolution off-screen buffer with flat 2D decals used for various aspects of water. Reminds me of HL2 water :)
Given how interactive water in CS2 is, I expected to see some cellular fluid simulation, but turns out they just use a low-resolution off-screen buffer with flat 2D decals used for various aspects of water. Reminds me of HL2 water :)
Now you can!
Check out our article: "Real-time rendering of animated meshless representations" to know how: hal.science/hal-05095359
Shout out to @pacomeluton.bsky.social for this fantastic work!
Now you can!
Check out our article: "Real-time rendering of animated meshless representations" to know how: hal.science/hal-05095359
Shout out to @pacomeluton.bsky.social for this fantastic work!
www.shadertoy.com/view/t3SSzW
www.shadertoy.com/view/t3SSzW
www.shadertoy.com/view/tccXDH
#glsl #raymarching #shadertoy
www.shadertoy.com/view/tccXDH
#glsl #raymarching #shadertoy
TLAS/BLAS construction and traversal, for single and double precision BVHs, and including a brand new GPU demo: See the attached real-time footage, captured at 1280x720 on an NVIDIA 2070 laptop GPU.
#RTXoff
github.com/jbikker/tiny...
TLAS/BLAS construction and traversal, for single and double precision BVHs, and including a brand new GPU demo: See the attached real-time footage, captured at 1280x720 on an NVIDIA 2070 laptop GPU.
#RTXoff
github.com/jbikker/tiny...