The sub-shaders, I don’t see how to do any noise generation nodes or custom script nodes basically, if I could make like a function/script node that outputs values and custom uniforms to tweek just for them like what shaderfrog is showing then yeah I could do it with the nodes.
But right now it seems it would be easier to just do it as a custom shader.
Looking awesome! Thanks for taking on the challenge.
Am studying your code to see how you translated ShaderFrog format (or three format i suppose) to BJS. I take it by your comments above (and looking at the code), that there isn’t a simple conversion methodology (eg: A goes here. B goes here. Change name of uniform C to D, etc). In other words, was no straight forward way to copy/paste/minorly-modify to get working in CYOS?
Not when the shader was built as a node based shader no, not really… I mean it is possible though, I will work with you right now to try to figure that out if you want.
First step we need to see the shader code for the sub-shader nodes, wanna help me hunt that part down?
Sure thing. Only thing is I just started learning about shaders last week… so it’s mostly greek to me (first time i hear about “node based shader” in reading this thread this morning). Assume it’s due to the way ShaderFrog composites shaders? But yes, absolutely up for hunting/learning…
Cause The Monkey King <3’s you for posting in this thread!
In all honesty I just learned something by converting that (about using multiple functions that cumulatively effect the main output) and validated something that I was unsure about (that we have a shortcut to the position matrix without all the extra hubbub).
I am now set to study your code for rest of day so I can figure out how you did it. Also, just by a quick line-by-line comparison, it seems like converting from the Shaderfrog Three format to BJS could be workable via a conversion script… as in: everything(?) has a predictable/consistent format from one to the other. Think I may try to write a converter if this is the case.