-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|620|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-




shroom_monk

Advent of Creativity 2

22nd December 2019

Day 22 is a simple follow-up to yesterday's fractal. I picked a particular fractal (though you can pick a different one by changing the value of c), and you can drag out a rectangle with the mouse to zoom in on that rectangle. Of course, fractals being*snip*


shroom_monk

Advent of Creativity 2

21st December 2019

Day 21. Creativity supplies running low as we near the end! After spending a while pondering if there was anything substantially different to my previous shaders that I could try, I decided that something was better than nothing, so threw together this Jul*snip*


shroom_monk

Advent of Creativity 2

20th December 2019

Sort of a space-and-circles theme for Day 20, though perhaps not quite in the way Jay was suggesting. ;)
(Linkage)


shroom_monk

Advent of Creativity 2

19th December 2019

Day 19: a spirograph-type-thing!
(Linkage)
If you want to, you can open it up in ShaderToy and change the values in the array at the top of Buffer A to make your own patterns. :)


shroom_monk

Advent of Creativity 2

18th December 2019

Slightly belated Day 18... a 2D physics simulation of particles that exert gravity on one-another. It's tricky to get anything super interesting to occur, as the particles have a tendency to all shoot off into space, but I recommend fiddling with the v*snip*


shroom_monk

Advent of Creativity 2

17th December 2019

For Day 17 I figured I'd mess around with yesterday's shader to try and make a nice 'stained glass' effect, with refraction of an image behind, tinted by the colour. But it didn't really end up looking that interesting compared to yeste*snip*


shroom_monk

Advent of Creativity 2

16th December 2019

Day 16: Decided to try something different but simple - I realised that Voronoi Diagrams (a diagram showing which areas are closest to particular points) are really easy to do with shaders, and so threw this together:
(Linkage)


shroom_monk

Advent of Creativity 2

15th December 2019

I still love that style. :)
It inspired me to try my own sewing thing for Day 15's shader - but I don't think my cross-stitch has quite the same charm as your knitting! I'm no artist to begin with, and adding detail to the scene takes more car*snip*


shroom_monk

Advent of Creativity 2

14th December 2019

Having not had time to do anything for Day 13, here's Day 14: combining my previous voxel and terrain raytracing things to make... raytraced voxel terrain!
It's all very inefficient and slow and there's an occasional noticeable seam because th*snip*


shroom_monk

Advent of Creativity 2

12th December 2019

Day 12: More raytracing, but this time of voxels! It would be way too expensive to just raytrace against a load of individual cubes, so instead I trace a number of voxels a certain distance down each ray and see which ones are 'on'. I think there m*snip*


shroom_monk

Advent of Creativity 2

11th December 2019

It's a really cool art style, that knitting. You could make a game in that style! :D Animated knitting...
For Day 11, I have combined yesterday's noise generator with my earlier raytracing work, and attempted to make some terrain. It's basical*snip*


shroom_monk

Advent of Creativity 2

10th December 2019

I could probably feed the results of this into another shader to produce a more complex effect, yeah. :) Maybe something to investigate tomorrow...
On my laptop this all looked fine, but trying it on my PC, I also get a mystery black square! Although mine*snip*


shroom_monk

Advent of Creativity 2

10th December 2019

Shaders are definitely neat. :) It's worth keeping in mind though that ShaderToy only lets you make shaders that draw to a rectangle - you can't input any vertices or such into them. It's an interesting limitation to work around, but it does me*snip*


shroom_monk

Advent of Creativity 2

9th December 2019

Day 9: Shroom figures out a way to do 'proper' particle effects! Specific pixels in an off-screen buffer are used to store positions, velocities, etc, and these are advanced across frames. It's got a few issues that I am way too tired to iron o*snip*


shroom_monk

Advent of Creativity 2

8th December 2019

:O That knitting tool is awesome Jay!
More raytracing for me for Day 8. Spent a few hours adding axis-aligned planes and boxes, shadows, anti-aliasing (which immediately quarters the framerate, woops), and a spinning camera. Plus, with the new shapes, I m*snip*


shroom_monk

Festive Overhaul

7th December 2019

I like it. I think the lights are a fun touch. :)
(I didn't see the earlier version though.)


shroom_monk

Advent of Creativity 2

7th December 2019

Apparently by 'I'll have a bit more time than usual because it's the weekend', I meant 'spend all day running various errands and then having visitors'. Woops. :P
So while Day 7 is a continuation of yesterday's raytracing work,*snip*


shroom_monk

Advent of Creativity 2

6th December 2019

Was going to go more obviously bauble-y for this one originally, but decided to save texturing the sphere for another day. :) Plus I'd want to do a hanger for it, which would need me to figure out the equations for a cylinder.


shroom_monk

Advent of Creativity 2

6th December 2019

It's the weekend, which means I've got a bit more time than usual. So I've decided to try my hand at some raytracing - a fairly popular thing to do on ShaderToy, it seems! I'm probably going to do a few of these, making improvements and add*snip*


shroom_monk

Advent of Creativity 2

5th December 2019

Huh... yeah, I guess it must advance one frame for every mouse click / drag. Interesting to know.


shroom_monk

Advent of Creativity 2

5th December 2019

Like Day 2, my Day 5 ShaderToy is an experiment in buffers that feed into themselves. I've been playing a bit of Noita recently, and was inspired to make a very rudimentary falling sand kinda thing. I'm pretending it's falling snow because wint*snip*


shroom_monk

Advent of Creativity 2

4th December 2019

Didn't have much time this evening, so rather than playing with water flow I figured I'd do something 'quick' and combine my snow fall shader with some refraction to make a snow globe. Then I ended up spending ages on it, due to some errors*snip*


shroom_monk

Advent of Creativity 2

3rd December 2019

Day 3's ShaderToy is a nice and quick one, using the refract function to do some simple refraction.
(Linkage)
I use some random noise to generate normals for the water 'surface', and use that to refract the image behind. I wasn't expecti*snip*


shroom_monk

Advent of Creativity 2

2nd December 2019

A-maze-ing! ;)
Before I see myself out for that highly original pun, here's my Day 2 ShaderToy. Inspired by the discovery that I can make a buffer feed back into itself across frames, I decided to try and make some kind of particle-y thing. I'm no*snip*


shroom_monk

Advent of Creativity 2

1st December 2019

As far as I can tell, when paused they don't do any processing beyond rendering the first frame, and it looks like the 'paused=true' argument in the url should make them start that way. So in theory so long as they start in that paused state (a*snip*

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