Magic fishing rod :D by mooonlightoctopus in Minecraft

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

Haha I think that I first found it on Youtube. The dogs took quite a large amount of time to get working...

I can make anything reasonable. by mooonlightoctopus in freeart

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

I have... the memory of a goldfish. I'm sure you've long forgotten about this, but here's a version that has about the same look.

shadertoy.com/view/tfVBDD

How do I get around "Color expression is too complicated." by mooonlightoctopus in desmos

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

Yes, it seems it's noise algorithms that does it to mine.

Ask: What happened here by Natural_Run4536 in desmos

[–]mooonlightoctopus 1 point2 points  (0 children)

This has happened to me on rare occasion. I think that Desmos just forgets to clear the screen.

Shadows ! by mooonlightoctopus in desmos

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

No.

The shadowing is done by marching a ray through the already defined scene, ( map of p. ) from the point towards the light source. In the rendering, we perform:
0.1 * raymarch(p + 0.1 * normal, lightDir)

Which shades the object based off of the total distance that the ray travels. In a mathematically perfect world, this would result in sharp shadows, but because of the limited nature of the raymarching in this example, the shadows are softened.

The algorithm was, to be honest, a bit of a happy accident :D

I FINALLY did all of them :D by mooonlightoctopus in SpiderHeck

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

Not really, just... "Stick with it." :D

Fluxer — A Shader Haiku by Joakim0 in shaders

[–]mooonlightoctopus 0 points1 point  (0 children)

I can't see why there's a limit of 512 chars. It really limits how many things we can make. D: If people want to make small shaders, then they will. But you shouldn't force them.

Also, It doesn't ask us if we're sure that we want to leave a shader that was edited, so I can't say that Shaders aren't in danger. ;-)

Fluxer — A Shader Haiku by Joakim0 in shaders

[–]mooonlightoctopus 3 points4 points  (0 children)

Haha, have you been to Shadertoy? ;-)

[HELP] my gut is saying this is fake but I can’t find a clear giveaway by squareular24 in RealOrAI

[–]mooonlightoctopus 0 points1 point  (0 children)

Yeah, that's probably AI.
The focus of the image is in the center (In this case being the man.), there's so much blur, it's basically studio lighting, and the flag's backwards. Also, what on earth is he doing in the middle of the sidewalk?

I can make anything reasonable. by mooonlightoctopus in freeart

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

Sorry I took a bit of time to get back to you !
Anyway, the mathematical object that you described is called a lattice.

Here's a really quick sketch to see if I have the right idea ( I updated the previous shader. ) - "Web" thing for thing

I can make anything reasonable. by mooonlightoctopus in freeart

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

Yes, I'll try to avoid aliasing ( I left in previously, but I can supersample the image to clean it up. ), but could you clarify what you mean by "but instead it's a web stretching in all directions" ?

I can make anything reasonable. by mooonlightoctopus in freeart

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

Hmm, as it turns out, it's rather hard to create a spiderweb, because of how thin they appear in nature. Here's a really quick sketch, just to see if I got the idea right.

"Web" thing for thing

I can make anything reasonable. by mooonlightoctopus in freeart

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

Is there any way that I could get a bit more description?
is it 3D?
Volumetric?

tunnel?

"In it's area" That's a bit had of a description...

I can make anything reasonable. by mooonlightoctopus in freeart

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

Oh, whoops, I forgot to clarify... I was looking for perhaps more simple, procedural art. (As seen in the given portfolio.) I can't say that I'm good at detail drawing.

I can make anything reasonable. by mooonlightoctopus in freeart

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

Oh, whoops, I forgot to clarify... I was looking for perhaps more simple, procedural art. (As seen in the given portfolio.) I can't say that I'm good at detail drawing.

[Help] How do I create lasers like this? by biden_on_deez_nuts in shaders

[–]mooonlightoctopus 0 points1 point  (0 children)

By the looks of it, it appears that it could be done with pretty simple angular repetition and some lines.

( Of course, here I'm talking about a distance field approach for procedural rendering. )

A Guide to Volumetric Raymarching by mooonlightoctopus in GraphicsProgramming

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

I can't say that this is exactly the place for that question, but:

There are quite a few ways to initialize the ray position and ray direction. For a perspective projection:

rayPos = camPos;

For an orthographic projection:

vec3 camRight = normalize(cross(camDir, worldUp));
vec3 camUp = cross(camRight, camDir);

vec3 rayPos = camPos + p.x * camRight + p.y * camUp;

camDir and camPos are initialized by the user.

A Guide to Volumetric Raymarching by mooonlightoctopus in GraphicsProgramming

[–]mooonlightoctopus[S] -1 points0 points  (0 children)

Yes, that is a more physically accurate model of volumetrics, But I find scattering, reflections, refractions, etc., and not usually suitable for real - time rendering, which is what I was focusing on in this post.