Archive for June 4th, 2009

04
Jun
09

Something To Try…

Try using the Color Mixer patch to mix between two sets of four arbitrary 0 > 1 values.
Could come in handy one day.

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04
Jun
09

More Random-Walking

Random-walk with bezier curves:

04
Jun
09

The Perennial vBomb.fx

I keep coming back to this one (and so do lots of other people, by the looks of it).
It’s a GLSL conversion of the old NVIDIA HLSL vBomb shader, that applies Perlin Noise to vertex positions in much the same way as the Quartz Composer Vertex Noise example.

The idea here though was that I’d try to make a version that would be more likely to be hardware-accelerated. Since the GLSL noise() functions aren’t actually implemented on all graphics hardware. The fact that they seem to generally be pretty slow, at least on my ATI X1600, suggests to me that this is the case with my card, and GLSL noise() is actually forcing software-render-fallback. The vBomb conversion certainly seems pretty fast, though!

Here some examples that don’t take things any further than the original vBomb, in terms of the output. I’m planning to add lighting too, though. Again, absolutely nothing original about that- in fact, Desaxismundi’s beautifully-lit vBomb vvvv shaders (witness here, and, particularly here) were one of my original inspirations for getting into 3D graphics, and particularly GLSL shaders in the first place. I owe Desaxismundi, and the vvvv community generally a huge debt of gratitude for introducing me to this wonderful (if confusing) world.




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