fruxis by Rgba [web]
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fruxis
4k executable graphics by rgba [www.rgba.org] 2012
for trsac 2012 [http://www.trsac.dk]
.story.
aloha, long time no demo. it's being a while now, three years since the
last official release. too bad. or perhaps too good, it all dependes on
how you decide to look at it. thing is, in the last months i've started
coding again, but i didn't plan of making an actual demo/intro/gfx just
yet, as nothing that i have is enough to be worth a comeback. but it is
often somebody from the outside that reminds me that it's not about the
quality that much, but the fact that you contribute. it had to be a tbc
member again, puryx in this case.
so here it goes a quick production again. i didn't give it all the love
it deserverd (see the size, there is enough room to improve work on the
composition, materials, lighting etc), and i am sure i could easily get
rid of a couple hundred bytes or so... but who cares, just knowing that
rgba will make it again into the projection screen of a demo party like
trsac is good enough of a reason to crunch a bit, finish the code, call
it a prod, and move to the next project.
.code.
of course, those fruits are pinched spheres, and yes of course, this is
raymarching in a distance field again. the difference is that this time
i didn't hack the lighing with fake ambient occlusion and cheap shadows
or other tricks, but i let the gpu (yep this is my first procedural gfx
prod running in the gpu) compute the lighting with a simple pathtracing
algotighm. everything else in the code is pretty standard.
.greets.
asd calodox collapse conspiracy [d]vision farbrausch
fairlight fuzzion hornet loonies
northen dragons plastic rebels software failure speckdrumm
spontz tbc
.credits.
iq :: [www.iquilezles.org] :: code/art :: mathepainting
and
mentor + blueberry :: [www.crinkler.net] :: bytemagic and codecrunching
llb :: [http://www.ctrl-alt-test.fr/?p=358]:: shader minimizing
[ back to the prod ]
