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How is this effect done?

category: general [glöplog]
 
https://www.youtube.com/watch?v=pCOZAztgbdY&t=0s&list=PLTVJnGb2iRSGkfaHrHt9FURxwLF0kgMvB&index=3

So check out the black orb at about 1:00-2:00. It looks like a smooth transition between a sphere, and what looks like a mesh sphere approximation. Then the individual mesh tiles stand up and dance, and what not.

How do you think he's accomplishing this? Can you guys suggest some shader toy examples to get me started on a similar effect.
Shadertoy is probably the worst choice for this :) It looks like it's just simple polygon animation.

(Life Outside Distance Fields - It Exists!)
added on the 2018-10-17 22:25:13 by Gargaj Gargaj
My guess just looking at it was that it was a vertex shader. That sound possible? I've seen similar mesh mutation things with those.

Also, man I feel like that's cheating almost. Everything has to be a distance function!
it's just a per-poly 'inset' modifier/effect animated with the y-coordinate and some randomness. easy to script in 3dsmax, or yes, real-time in a vertex shader
added on the 2018-10-17 23:21:55 by maali maali
(oh and animated with a noise map as well... the whiter, the wider the inset, etc) :)
added on the 2018-10-17 23:24:46 by maali maali
Quote:
Also, man I feel like that's cheating almost. Everything has to be a distance function!
lol
added on the 2018-10-18 09:57:11 by ferris ferris
you could do it in the fragment shader using barycentric coordinates
added on the 2018-10-18 11:44:41 by pandur pandur
Polygons? Do you mean that there's a way to get the Ethereum mining device to draw triangles and that sort of stuff? If that's true, then it might be possible to use it for video games! I should patent that idea.
added on the 2018-10-18 17:48:57 by yzi yzi
I has a nice idea ontop of that then! ;)
What if i tell you about a voxel-based-rendering-revolution we could achieve with those coinMining-Devices?
I´d even have an epic sounding name for it already: "Unlimited Detail" ! :D
for real:
1) I think it´s a polygon-based sphere, just the normals are rotated at the beginning, so it looks like completely_round (as in a sphere-definition).
2) Rotate normals back to perpendicular
3) Take some computeShader and add some vertices for each existing vertex on the sphere
4) Animate each new Vertex in the vertexShader
DONE!
5) PROFIT! -> nah, add some fancy lighting in the pixelShader! ;)
oh, well, seems there´s also some (polygon-)edge-detection in there, which kicks in while rotation in 2) is applied, same parameter even maybe! -> apply in any shader you´d like to ;)

Now having said that all: It got too easy nowadays, didn´t it? Or is it just me knowing that much more nowadays as a graphics-coder? (the Youth catched up pretty fast! ;) )

Knowledge is invaluable, right? - Go to Youtube/Twitch, gather knowledge, go to IRC to gather even more, get Pro easily, thanks Internet! :D

I ♥ the fut4re si n0w!
@hardy, ffs, you missed the minecraft pun!!
added on the 2018-10-18 20:25:14 by psonice psonice
Looks like opengl native pipeline
added on the 2018-10-18 21:13:51 by ok3anos ok3anos
Oh holy shit... are you all nuts these days? Shader toy? Compute shaders? It's a simple subdivided icosphere or platonic solid. The extrusions are not on the base object itself, but on a more subdivided version... The holes are just some polygons not renderered, some subdivision level just left out. Lighting looks like is lambert and some texture or overlay.

At least, that is the simple way back in the days of 1699. Today, use a compute shader and for ligthing, you need at least pbr shaders and 20 render targets in ping pong.

I have clearly missed the irony :-/

@Gargaj - Life Outside Distance Fields! You are so fucking right.
added on the 2018-10-19 19:46:17 by EvilOne EvilOne
Quote:
Polygons? Do you mean that there's a way to get the Ethereum mining device to draw triangles and that sort of stuff? If that's true, then it might be possible to use it for video games! I should patent that idea.


yzi wins.
added on the 2018-10-22 10:40:33 by prost prost

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