GLSL Fluids for Great Shader Success - Noah Norman

  Рет қаралды 26,572

TouchDesigner

TouchDesigner

6 жыл бұрын

Additional Files - github.com/ancillarymagnet/to...
This talk will be a narrated dash through a scratch implementation of the Navier-Stokes fluid advection algorithm as a ‘hello world’ of TOP-space GPU computation. A basic fluid system will serve as an entree to discuss render buffers, pixel formats, texture buffers, and GLSL best practices in the TouchDesigner context.
This workshop was recorded at TouchDesigner Summit held in Berlin Feb 3-4 2018. Sorry we missed the first minute of Noah talking!

Пікірлер: 13
@RusticRaver
@RusticRaver 6 жыл бұрын
massive, speed of light!
@Ahlynsky
@Ahlynsky 5 жыл бұрын
Anyone try this with a mac? Im getting an error.
@luyangzou6479
@luyangzou6479 5 жыл бұрын
me too, have u solved it?
@Ahlynsky
@Ahlynsky 5 жыл бұрын
nope! Talked to them and they said it would require a major re-code
@luyangzou6479
@luyangzou6479 5 жыл бұрын
Thanks for let me know
@muchianderson2770
@muchianderson2770 4 жыл бұрын
fluid_algos many erros
@noahnumberone
@noahnumberone 4 жыл бұрын
hey sorry this is happening shi - I'm assuming you're on a Mac? Unfortunately a core piece of the way this is implemented relies on a function call that is not supported on Mac and the effort to fix it would be pretty humongous ... look at the neighbor lookup include if you're interested in fixing it, or check out Vincent Houzé or Kurt Kaminski's implementations, which I *think* work on Mac. Good luck!
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