@Necips, I accept your baton of particles
Here is the Babylon particles spiced with some shaders
https://www.babylonjs-playground.com/#8GKG5X#13
@Necips, I accept your baton of particles
Here is the Babylon particles spiced with some shaders
https://www.babylonjs-playground.com/#8GKG5X#13
That is FANTASTIC Avin!
Took a quick look. LIKE all those fract()s!
I changed ONE number. BOOM. So relaxing…
https://www.babylonjs-playground.com/#8GKG5X#15
Nice work.
How are the particles - even there? Lost em in the fracts()
Vertex set at… #110?
IDK.
Thanks!
~ : )
@aFalcon These lines multiply all position values (xyz) by the noise value(float number). thus you multiply the position by a higher value and the sphere becomes larger (each particle has become longer from the center). and you find yourself inside a sphere
T-Junctions and LOD Chunking.
https://www.babylonjs-playground.com/#I9SC1Q
It’s a little glitchy on how it cleans up the chunks, but I’m sure a little bit of work could make this a full fledged Terrain System.
People make this forum GREATEST ALL TIME.
It appears: LOAD CHUNK, LOD, Mutli-Material, GALAXY, Spin-Blast, Particle-Systems… in reach.
And BABYLON gets GALACTIC.
~ : )
magnificient !
@Necips made ultra simple version of this twitter demo :))
Very cool!
and here is a full 3D version of particles tornado (play with zoom, it has a focus-effect with smoothstep under the hood)
LIKE. Black hole. Found the alternate ROTATION to make it GROW and SHRINK.
https://www.babylonjs-playground.com/#BEJEB3#13 COOL.
Went looking for FIBONACCI (makes that shape), but found FRACT() and smoothstep().
I try to LEARN this. So THANKS.
It helped to find these:
#define rand1(p) fract(sin(p* 78.233)* 43758.5453)
The SINE in the FRACT, makes sense, but I do not understand what it is.
mat2 rot (float a){
float ca = cos(a);
float sa = sin(a);
return mat2(ca,-sa,sa,ca);
}
Stellar ROTATION MATRIX, if, that is what iuv is.
And performance.now seems important.
Thanks for sharing.
Circles rotate around center with rot
(aka rotation) function - it rotates uv around zero point.
performance.now uses as a timer, seems like it is better solution rather then increment time with fixed value each frame
rand1 is a classic randomize function for GLSL (it does not have native one)
I highly recomend this site https://thebookofshaders.com/ and lessons of this guy YouTube to start writing your own shaders - it’s very fun
It is very helpful, thank you @avin.
I did not know about “Art of Code”.
That looks great!
Hopefully I get that far.
Very juicy resource thank you.
using shadertoy.com filter shaders with your Babylon scene
(similar demo already was in standart examples, but I added some helper code to just copy shader from site and paste it in your code)
Excellent !!!
You should add some of this to Shader Talk - Conversations on GLSL