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Re: Shader Thread

Posted: 06 Sep 2013, 08:13
by gabrielefx
please do an ocean shader
I have to simulate a sailing boat but the most difficult part is the water.

Re: Shader Thread

Posted: 07 Sep 2013, 19:35
by ErikB
sin.jpg
a sine wave generator... easy, but enough control to be interesting. Good for those sin wave background things one always needs.

Re: Shader Thread

Posted: 30 Sep 2013, 18:29
by ErikB
Guess I'm the only one posting here... well then.

Here is a crazy glowing shader noise fractal thing...

BTW... it is called Hotshower because that is what the person, Kali, who wrote the GLSL original on shadertoy, named it.
planet.jpg

Re: Shader Thread

Posted: 06 Oct 2013, 21:12
by ErikB
squiggle wrote:
chriss0212 wrote:very nice!! and running on ventuz4 as well!
"Error importing Acrhive -- malformed stream: bad tag" means all of them are Ventuz 4 only, right? Pity -- we won't (be able to) upgrade in the foreseeable future :(

squiggle
Just realized, there is nothing to stop you opening them in V4 PLE and copying and pasting the content of the shader editor into V3. Should work.

Re: Shader Thread

Posted: 15 Oct 2013, 21:37
by joysprod
Hi Erik,

I just wanted to say how much I appreciate your shader work you have done. Very nice, and very usable.

I came across this and was wondering if something like this was possible in a Ventuz Shader. Looks very cool?

http://wagerfield.github.io/flat-surface-shader/

Regards

Peter

Re: Shader Thread

Posted: 16 Oct 2013, 16:58
by ErikB
joysprod wrote:Hi Erik,

I just wanted to say how much I appreciate your shader work you have done. Very nice, and very usable.

I came across this and was wondering if something like this was possible in a Ventuz Shader. Looks very cool?

http://wagerfield.github.io/flat-surface-shader/

Regards

Peter
thanks for that!

As to the shader, Ventuz should be able to do something similar. It would require taking apart their code, which is in Jscript and WebGL, and rebuilding it all in HLSL, so not a simple task (i.e. not something I will probably have time to do). Also because we don't have geometry shaders, it would not run optimally, but probably fast enough. I'll keep my eye out for something similar though, with perhaps a different technique. Keep your eye on shadertoy.com or glsl.heroku.com.

Re: Shader Thread

Posted: 04 Nov 2013, 13:58
by gabrielefx
Hi,
I need a shader to simulate velvet or silk

does it exist yet?

how to build it?

any help?

thank you

Re: Shader Thread

Posted: 04 Nov 2013, 14:15
by ErikB

Re: Shader Thread

Posted: 05 Nov 2013, 18:56
by gabrielefx
ErikB wrote:check out http://www.robg3d.com/shaders.html

also the Nvidia Shader Library has some http://developer.download.nvidia.com/sh ... aders.html
thank you.

copy and paste works or do I need to adapt the code for Ventuz?
I need an example (basic) on how handle the code.

regards

Re: Shader Thread

Posted: 06 Nov 2013, 05:44
by shermanpat
gabrielefx wrote:
ErikB wrote:check out http://www.robg3d.com/shaders.html

also the Nvidia Shader Library has some http://developer.download.nvidia.com/sh ... aders.html
thank you.

copy and paste works or do I need to adapt the code for Ventuz?
I need an example (basic) on how handle the code.

regards
I agree. I have only started at looking in to how to make a custom shaders (this stuff is way over my head) with now luck so far. But I by no means am a real code guy, generally can still hack pre-built code to work.

Thanks!