I really hope you make another tutorial soon. Your two videos are the BEST shader & raymarching content I've ever seen, and I've worked professionally as a graphics programmer.
@real_rulebot3 күн бұрын
This is a great video! Thanks so much!
@emptyynes4 күн бұрын
This is awesome.
@victoroliari94795 күн бұрын
I enjoyed the AI voice (and the video). Would you mind sharing which tool you’ve used to generate it? Is it free?
@nowonmetube7 күн бұрын
What's the song name??? Yeah I got the website but I can't listen through all the tracks to find the first one 😵
@BlueFlash2158 күн бұрын
I'm a mechanical engineer and I have some coding knowledge (to the extent that for my Diplom-Thesis I had to use Python a LOT). Nevertheless, programming games and other stuff never game me the satisfaction I was looking for. I didn't know what I was looking for. I tried to create nice geometries out of geometries in Python but seeing you video you inspired me to try a deep dive into shades
@zcrib310 күн бұрын
Thanks man. This is great.
@MrXav36010 күн бұрын
OMG thank you so much for making your first two videos! It answered sooooooooooo many questions I had about psychedelic arts and gave me the push to learn GLSL and generate animations from C++. If I may add, the distortion effect is actually from an error in the concept of the rd variable. It should be vec3 rd = normalize(vec3(uv0, abs(ro.z))), since we want the direction of the pixel from the camera (we thus need to take into account where the camera is placed, otherwise the cone of rays isn't projected from the camera, but from a point at (0, 0, -1))
@orangebananaaaa10 күн бұрын
Seriously, the best tutorial and explanation about the ray marching. Thank you for sharing.
@tobarbaro11 күн бұрын
Thank you my friend, this is pure gold!
@Adam-ef6ij12 күн бұрын
this is incredible, i am new to shaders and coding in general and this video was understandable and motivating. keep up the amazing work!
@janmoy467014 күн бұрын
The fact anthropic literally scraped this and presented your code without representation is awful.
@eduardoddutra14 күн бұрын
I started watching this video just like every other shader introduction video i tried in the past: "Meh, sure, let's put it on the second monitor..", 3 minutes in and i get the realization "Wait a minute, this video actually explain things, i may actually learn shader this time if i pay attention!!! I can stop procrastinating learning shaders!!!" This video has my full attention now and got promoted to the main monitor. Absolutely amazing video! Thank you so much!
@BinaryDood15 күн бұрын
for some reason I can't save this video :(
@junosoft16 күн бұрын
15:37 Amazing. Almost reading a book of shaders in a single class.
@touctouctouctouc344016 күн бұрын
Splendid intro, thank you!
@exaltedsun16 күн бұрын
I love when you mentioned 'know when it's time to stop and just appreciate what you have create' 🤍 anyway, I think AI generated voice isn't that bad but how can I know if your voice is better or not if you don't try 😆
@edentube482616 күн бұрын
I'm coming from twitter after seeing your post about your work labelled as "impressive AI generation". impressive work btw.
@aevin_io18 күн бұрын
Made my day
@smajdovamanka20 күн бұрын
Thanks a lot for this
@timothybritt472620 күн бұрын
This tutorial is 🔥
@remuemeninge21 күн бұрын
The ressources quoted are gold ! Thanks a lot !
@celene17223 күн бұрын
your video is so amazing i wish i could eat it and barf it out again and eat it again !
@asd_23 күн бұрын
love the video, hate the ai voice. keep up the great work
@schemesmith24 күн бұрын
wow highschool math was actually useful
@cyanyeti155624 күн бұрын
You talk like a TTS it is unnerving and kinda ruins the video as it unnaturally breaks up the flow of information
@NeilMyatt25 күн бұрын
This blew my mind. I thought those 3d shaders were just beyond the scope of my tiny brain, but you just unlocked a million doors for me! Unfortunately my maths will still be a major limit for me, but luckily there’s all those prebuilt functions for rotation etc. thank you!! 🎉❤
@AlvaroALorite26 күн бұрын
MORRREEEE MOOOOOOOREEEEEEEE 👀👀👀👀
@Qweze27 күн бұрын
time to stop raymarching and start raymaxxing
@sashareinhard664528 күн бұрын
the code on the thumbnail didnt match was kinda click baity... why?
@motbus3Ай бұрын
I'm still wait for the next part 🤞🫶
@neizih2809Ай бұрын
im so dumb
@bodoslama3567Ай бұрын
me too
@George70220Ай бұрын
Hey try out a "de-esser" in your audio software ❤
@LysepeaceАй бұрын
Shader toy don’t work why
@kunalbanjan1560Ай бұрын
How do you do this on VS Code anyone?
@kunalbanjan1560Ай бұрын
Perfection 🛐🛐🛐
@JustDeeevinАй бұрын
Bro please use your voice it actually hurts to listen to this
@BluePhoenixGames1Ай бұрын
how do I give this two likes
@davidvarga2916Ай бұрын
Don't understand? Shrooms might help.
@J_A_C023Ай бұрын
So do we basically create a 3d world as normal but only render it in 2d? Sorry if I dont understand it yet
@RamboRamsesАй бұрын
all 3d that you see is always a mapping of 3d scene to monitor screen's 2d coordinate space. but here instead of using 3d data like verticies of 3d model mesh and textures data, we use some math stuff to compute where we want to see some object and how it looks
@J_A_C023Ай бұрын
@@RamboRamses So, to render a sphere, for example, you dont need a 3d sphere at all, you only need the vertex positions?
@RamboRamses28 күн бұрын
@@J_A_C023 if we speak about raymarching, you don't need vertex position at all. You just need mathematically calculated value of intersection point between ray from camera and some object, sphere for example. You even dont have object actually, you have some math function that describe how something intersects with ray. That something can be sphere or cube or whatever. Your task is to understand how to describe mathimatically intersection between your desired object and ray and then write this math in function in program language. One smart guy like Inigo Quilez has already written some of this functions. You can check them on his site. Just google it "iq distfunctions"
@RamboRamses28 күн бұрын
@@J_A_C023 if we speak about raymarching, we dont need vertex position at all. We just need mathimatically calculated value of intersection point between ray from camera and some object, sphere for example. I want to say that you dont manipulating objects, you manipulating mathimatical describe of how some desired object is intersecting with ray. You describe by using math stuff some function that calculate how far point on surface of desired object to point on camera's ray. And if this distance is infinitely small, we can say that ray and object intersect each other. Your task in raymarching is to understand how to describe mathimatically this distance calculation for your desired object and write it in function in program language. One smart guy like Inigo Quilez has already wrotten some functions. You can check them in his site. Just google it "iq distfunctions"
@RamboRamses28 күн бұрын
@@J_A_C023 if we speak about raymarching, you dont need any vertex position at all. You just need to describe mathimatically how far is point on some object's surface from point on camera's ray. If this distance between two points is infenitily small, we can say that surface and ray are intersecting. So your task in raymarching is to understand how to mathimatically describe this relationship between your desired object and camera's ray and then write it in function by using program language instructions. One smart guy like Inigo Quilez has already wrotten some of this functions. You can check them on his site. Just google "iq distfunctions"
@jorgiz0Ай бұрын
This looks so interesting id like to understand a shit what is going on
@fierronone4141Ай бұрын
Where you do this animation?
@camellia1264Ай бұрын
sooooooooooooooooo goood! i love it!!!!!!!!!!!!!!!
@thailonlucasartАй бұрын
We miss youuu!!! Hope you produce some new shader content 🎉
@NicoGamedevАй бұрын
Really great video, I hope you do more. Just a small little thing: at around 13:23 you divide by 8, but that's not necessary. When multiplying by 8, that doesn't make the values higher, they're still between 0 and 1, just the frequency changes which is the desired result. So when dividing by eight, the values aren't between 0 and 1 anymore, which isn't directly visible because of the smoothstep. I discovered this when trying to figure out what the code meant and I commented out the smoothstep. I'm an absolute beginner in this so I'm not a 100% sure, please correct me if I'm wrong,
@ConstantDerivativeАй бұрын
Yeah I got really confused on that part
@MegalaxeАй бұрын
this is a really motivating video with great explanation but I think you went a little bit too fast, maybe it would have been better to make a less complex shader to start with and improve it in other videos. That being said it's still the best video about shader I've seen on youtube, thumbs up !
@niddeАй бұрын
I recently got in game development using Godot, and I will be using this tutorial specifically to try and learn to make my own shaders for effects. What I'm looking for specifically at this moment is an acid trip effect, and this tutorial just seems like it's made for that 😄
@tewecskeАй бұрын
Thank you! This was amazing! :)
@NoBody-pf2nvАй бұрын
Absolutely incredible! I hope to see more videos on shaders from you! 🎉