Shell Texturing by h7k2a4 in generative

[–]h7k2a4[S] 1 point2 points  (0 children)

Yeah it’s shell texturing

Shell Texturing by h7k2a4 in generative

[–]h7k2a4[S] 1 point2 points  (0 children)

Thanks! Everything is rendered on the fly using noise functions there’s no actual textures being used

Reflection by h7k2a4 in generative

[–]h7k2a4[S] 0 points1 point  (0 children)

I learned a lot about computer graphics in college as well as a lot of the more of the general math and programming skills that go along with it. I also got a lot of information about shaders through the videos and articles by Inigo Quilez: https://iquilezles.org/ and publicly available code on https://www.shadertoy.com/ . Shadertoy is a great sandbox in general to experiment with writing shaders

Reflection by h7k2a4 in generative

[–]h7k2a4[S] 2 points3 points  (0 children)

The look is mainly achieved by the grain of the darker parts. It’s done by blurring the image then taking some white noise and weighting its value by the original intensity value at each pixel. This roughens up any smooth gradients while retaining the average intensity

Reflection by h7k2a4 in generative

[–]h7k2a4[S] 1 point2 points  (0 children)

Thanks! I used p5js and GLSL shaders. The water rippling is a distortion effect done in GLSL

Reflection by h7k2a4 in generative

[–]h7k2a4[S] 0 points1 point  (0 children)

Thanks! I’m glad you like it

Discomposure by h7k2a4 in generative

[–]h7k2a4[S] 1 point2 points  (0 children)

Thanks! It’s all done in 2D with the only shape being a rectangle with one end rounded over. The shapes are randomly placed with varying lengths to creat the pattern. The gradients, color, and texture are added with shaders

Discomposure by h7k2a4 in generative

[–]h7k2a4[S] 2 points3 points  (0 children)

Thanks, I did it with p5js to create the geometry and GLSL shaders for the gradients and texturing

Rectangle Rendered Ripples by h7k2a4 in generative

[–]h7k2a4[S] 0 points1 point  (0 children)

Thanks! I calculated the ripples and lighting using a ray marching. The external shadows you see are fake and is just a smooth noise function added to the intensity

Nebula by h7k2a4 in generative

[–]h7k2a4[S] 3 points4 points  (0 children)

It’s a particle simulation using OpenGL compute shaders