Just using the simple ‘fake lighting’ shading method, as with the other pseudospreads experiments.
I’m considering doing a version with basic Phong Directional lighting, but it’s not going to run anything like realtime on my laptop (or anyone else’s, probably). It’s not the lighting calculation itself that slows things down- it’s calculating the normals in the vertex shader. I’ve basically removed all the normal-calculation stuff from the original VVVV Superformula shader (by gregsn, sanch and tonfilm), which speeds things up a LOT.
Must get some video clips of this in motion. It really looks alive when the strips are sliding around.




these look great! how do you generate the geometry?
Hi felix,
thanks!
The geometry is generated algorithmically using a formula originally developed by Johan Geilis. Basically, a flat mesh (or a number of meshes, in this case) are bent round into a distorted sphere (or parts of a sphere), by code in a GLSL Vertex Shader. The particular code I’m using is a GLSL conversion of HLSL shader code developed by sanch, gregsn and tonfilm, for the PC-only application VVVV.
See my previous posts
http://machinesdontcare.wordpress.com/2008/06/26/superformula-oily/
and
http://machinesdontcare.wordpress.com/2008/06/26/superformula-glossy/
for examples of closed-forms created by applying the formula to a single mesh.
In this latest version, I’ve stripped out all the lighting-related code, making things run a lot faster, but at the expense of realism. I quite like the ‘graphicy’ look, but I’ll make a preperly lit version too, when I get around to it.
a|x
Hi,
I’m quite curious about seeing those movies of these pseudospreads in motion, could you post a movie?
Also I would like to thank you for sharing your work, I’m having a lot of fun learning from your .qtz files.
Snerg
Hi snerg,
I’m going to be away from the computer for most of the weekend, but I’ll try and get some clips together next week.
Glad you’re enjoying the QTZs
a|x