Hey there,
i made an example which shows how to animate noise with different levels of detail and discard:
https://nme.babylonjs.com/#JNQ200#10
Hey there,
i made an example which shows how to animate noise with different levels of detail and discard:
Tried to make some procedural bumps with derivatives of the generated noise:
https://nme.babylonjs.com/#JNQ200#11
Cheers
I LOVE that you used the frames
What is your twitter handle (if any?)
Well, thanks for the great feature!
My twitter handle is @BuckschDanny (https://twitter.com/BuckschDanny)
Tried to make a base mask for some potential future wood for example .
I love the fact you are using the noise nodes I made ^_^.
@Pryme8 - I LIKE how you said that. AND,
I like when we TIP HAT to those who make HELPFUL THINGS.
Sometimes it is impossible to know (or remember who made what).
I wish there was a GOOD and EASY way to do that.
GorrilaKing, I like how you leave your handle in the code comments for that reason.
CC0++
Like BOXiGON, I’d like to TIP HAT to a bunch of “INFLUENCERS” in the CREDIT ROLL (again).
thank you two for the nice words and code.
here is another small example for demonstrating how to create subspaces and thus repeating patterns:
https://nme.babylonjs.com/#FB1XLZ#1
i ported it directly from the book of shaders:
I wanted to make something organic…didn’t expect it to turn out this ugly…
I made some 3d domain warping from my previous fbm example:
warning: might take a while to load
https://nme.babylonjs.com/#JN2BSF#33
cheers
Danny
and some animated procedural turbulence, which i also use to displace the vertex positions along their normals:
https://nme.babylonjs.com/#JN2BSF#29
The NME is great, thanks for the hard work @Deltakosh
looking forward to all the new features
No thank you for using it so well!
This entire thread just keeps on giving. amazing!
Seeing this reminds me of my days playing with NI Reaktor
BTW, is there somewhere the reproduction of the current StandardMaterial in the NME ?
It would be a good basis so people could train to modify it from something well known.
I support the previous speaker)) we need pbr material in nme as starter template for many good things
PBR will be with bjs 4.2 as we need more blocks
for Standard material everything is here but I did not have time yet to recreate it
Let me create an issue for that (@thomlucc for tracking it): Recreate a standard material with NME · Issue #7405 · BabylonJS/Babylon.js · GitHub
Hi there,
i made a demo to showcase how to pass input to a NME shader:
You can click and drag on the Torus mesh. the click position is passed to the shader, which in turn is used as the origin for a sine animation with displacement.
(a small sphere is also placed there as a visual indicator)
You can rotate the scene by dragging the background.
https://www.babylonjs-playground.com/#9BKDIN#14
Cheers
Danny
This is really cool!
Hi all,
I made an (almost) all procedural planet:
setup:
2 spheres
2 node materials
sphere1 is for the land/ocean material.
node material 2 is assigned to sphere2 and responsible for the clouds:
https://www.babylonjs-playground.com/#9BKDIN#25
Still needs improvements. Suggestions are welcome!
Hope you like it.
Cheers
Danny
Excellent!