My Babylon.js Dev Series - Experiments, Particles, Shaders, WebGL/WebGPU & 3D Web

Hi everyone,

After a bit of a delay, I’m finally starting my dev series.

The main goal is to expand my skill set, experiment, and play with different features and aspects of Babylon.js and 3D web development in general.

With the job market being pretty tough at the moment, I’m hoping this series will help me improve my knowledge, explore new ideas, increase my visibility, and hopefully lead to new opportunities along the way.

I’ll be using this thread to share different experiments, shaders, prototypes, technical studies, and larger projects as I build them.

These experiments will also follow my LinkedIn dev series and will be shared here alongside those posts.

The plan is to publish THREE smaller projects each week and ONE larger project in the same week, with each build varying in scope, difficulty, and the amount of work involved.

Let’s see where this goes.

With that said, let’s kick off with today’s subject:

3D Web Challenge #01 - Glitched Hologram Shader

More experiments coming up this week.

Have a nice one. Cheers

6 Likes

Nice glitch!

Would be useful to have the “Export” button :slight_smile:

Thank you :smiley:

What do you mean with “Export” exactly?

Something that could be used in other apps, like shader fragment or shader material.

Looks really cool :smiling_face_with_sunglasses:

I’m a little ashamed to admit, but I just started realizing the power of shaders… It’s tricky, you can do so many cool things with them!

I’m looking forward to seeing your series :slight_smile:

1 Like

You should distort the hologram by taking the cameras up and right vectors as the displacement direction for your distortion, that way the effect works the same no matter how you are looking at it.

1 Like

Yeah that makes so much sense. Updated!
Thank you for your wise words. Appreciated. :blush:

I would have honestly done a multitap post process mixing method that uses depth passes and the main scene color to achieve this effect, that way you are not contingent on the geometry for displacement and are pixel perfect along with allowing mixture of other meshes into the “projection” effect.

this solution will work no matter the geometry or if its animated, its vertex count etc… it just wont care.

1 Like

3D Web Challenge #02 - Dynamic Mask Dissolve + Particles

For my next challenge challenge I moved on to Node Material Editor and Node Particle Editor, and both were quite fun to play around.

Bunch of improvements can be made, but that might be explored in future builds.

Live demo:
https://lnkd.in/dgWtsy-i
Node Material Editor:
https://lnkd.in/dSqZ-S3m
Node Particle Editor:
https://lnkd.in/dEpvQbsU

Weekly build and more smaller experiments coming up next week.

8 Likes

That’s such a cool effect!

1 Like

3D Web Challenge #03 - Raymarching Relic

I’ve tried experimenting with Raymarching technique a bit as I find quite fascinating, and here I am sharing a result of that experiment. I was focusing more on understanding the technique rather than creating something visually amazing, but I really like the potential and the effect I ended up with.

Will come back to it again for sure and dive into more meaningful examples. In the meantime be free to check it out and or give some inputs, especially regarding performance on lower end devices.

Live demo:

Thanks

6 Likes