Live Coding: 3d Truchet Weave
34:01
Coding a crazy weave pattern
43:46
Live Coding: Koch Fractal Magic
37:41
Shader Showcase: Code Couture
2:38
2 жыл бұрын
How to turn your 2d fractal into 3d!
30:35
Coding the Game of Life - Part II
32:56
Coding the Game of Life
30:01
2 жыл бұрын
Live Coding: Bending Light - Part 2
30:37
Live Coding:Bending Light
24:29
3 жыл бұрын
Raymarched Reflections
40:37
3 жыл бұрын
Newton's Cradle: Setting up Materials
21:50
Newton's Cradle: Modeling & Animation
31:27
Shader Showcase: HODL
1:22
3 жыл бұрын
Coding a fireworks effect
38:51
3 жыл бұрын
Shader Showcase: Megaparsecs
1:23
3 жыл бұрын
How to texture a procedural object
51:01
The Matrix explained!
32:19
3 жыл бұрын
Torus Knots explained!
29:08
3 жыл бұрын
Пікірлер
@practicemodebutton7559
@practicemodebutton7559 16 сағат бұрын
2⁷th comment!
@Neon-Geco
@Neon-Geco 5 күн бұрын
legend
@RichardBaileyrichoncode
@RichardBaileyrichoncode 13 күн бұрын
Watched a second time and followed along step by step. Great video.
@jasminerojas553
@jasminerojas553 16 күн бұрын
Great video!
@nicholasmaniccia1005
@nicholasmaniccia1005 16 күн бұрын
This is fucking nuts.
@user-zq6pg1be2k
@user-zq6pg1be2k 16 күн бұрын
Bro i cant see any shaders on the website theres just loads of rectangles with black screens with them
@takyon24
@takyon24 17 күн бұрын
7 years in and these are still the best shader tutorials on youtube that I've seen lol
@user-dg5uo9ht4v
@user-dg5uo9ht4v 22 күн бұрын
Hello, I really enjoyed your fantastic video. I have a question: How can I modify a rain shader so that it loops seamlessly and naturally without any interruptions? Thank you!😀
@user-xm5px6zf8c
@user-xm5px6zf8c 25 күн бұрын
Great Work,Thank you
@Manu-lc4ob
@Manu-lc4ob Ай бұрын
Why using a 3D space for this effect ? Is this only for the raindrop effect at the end ? Couldn't it be achieved in 2D ?
@shellchen5184
@shellchen5184 Ай бұрын
Please continue !!
@ralvarezb78
@ralvarezb78 Ай бұрын
What about (1+tanh(k*x))/2 ?
@TheArtofCodeIsCool
@TheArtofCodeIsCool Ай бұрын
That function looks nice but it is asymtotic, which makes it that you never get to 0, or 1, which is not ideal.
@knowercoder
@knowercoder Ай бұрын
Thank you for these valuable tutorials
@sharahbarnett186
@sharahbarnett186 Ай бұрын
where do i find it
@uvrgb
@uvrgb Ай бұрын
Adding .5 in the formula is to make the smooth function unrelated to a and b. When expanding h*a + (1-h)*b, adding .5 ensures the equation has symmetry. The equation becomes 1/k(b-a)(a-b) + 0.5a + 0.5b.
@mrpinkdev
@mrpinkdev Ай бұрын
id buy your udemy course on this topic
@Yerevan-yl5oh
@Yerevan-yl5oh Ай бұрын
Wow ✨
@Yerevan-yl5oh
@Yerevan-yl5oh Ай бұрын
Impressive, thank you for explanation
@JustYesntMan
@JustYesntMan Ай бұрын
Please come baaack
@0megaSapphire
@0megaSapphire 2 ай бұрын
I'm just wondering how it can work with a single buffer. The reason for this is that as we process each pixel, a subset of its neighbouring pixels in the texture have already been updated to new state whereas the others still have previous state. Shouldn't we use two buffers so that each pixel can be updated based only on previous state of all neighbouring pixels?
@TheArtofCodeIsCool
@TheArtofCodeIsCool 2 ай бұрын
The buffer we are reading from was completed the previous frame so all pixels read have already been processed.
@aalperbayram
@aalperbayram 2 ай бұрын
I don't understand why multiplying x with x divided by y works so perfectly. What's the logic behind it? Or is there a formula name for it so I can look up? I currently suck at math btw.
@TheArtofCodeIsCool
@TheArtofCodeIsCool 2 ай бұрын
You are getting the aspect ratio of the viewport by dividing the width by the height of the viewport. Then, to calculate the height, you multiply the width by this ratio.
@huseyinpehlivan6072
@huseyinpehlivan6072 2 ай бұрын
Hi how we calculate shadow
@blueyc4rter
@blueyc4rter 2 ай бұрын
Can someone explain the extra stuff when you click the + symbol? i.e. BufferA, sound, common, cubemapA?
@WoWUndad
@WoWUndad 2 ай бұрын
As a threejs dev, watching these webgl chads is like watching my dad get remarried to a hotter woman i get really jealous but deep inside im more than happy for you
@KaranArjun-xf3uy
@KaranArjun-xf3uy 2 ай бұрын
Wow,nice explanation! Can I use this noise for a commercial project?
@jacobtinkle9686
@jacobtinkle9686 2 ай бұрын
Great tutorial, great visualisation! Thanks a lot!
@miguelmyers8929
@miguelmyers8929 2 ай бұрын
did he stop making tutorials?!
@phatbuihong4014
@phatbuihong4014 2 ай бұрын
Thank you so much, it's very helpful.
@hightidesed
@hightidesed 2 ай бұрын
Please come back :(
@xaoaos
@xaoaos 2 ай бұрын
How to get the depth for comparison to interact mesh objects?
@pixel-eyes
@pixel-eyes 2 ай бұрын
21:35 "fuck it. why not add both..." 😂 ¯\_(ツ)_/¯
@mania7927
@mania7927 2 ай бұрын
@The Art of Code Hi Martijn, Just saw one of your videos . How long actually takes before you could make animated visual like 2:54 imaging you are good with softwares etc ? Thanks
@ackmanstein
@ackmanstein 2 ай бұрын
This tutorial is great, the way you reason your way through everything so fast amazes me. I learned some stuff! Thanks a bunch!
@ChenHuang
@ChenHuang 2 ай бұрын
Hi BigWings, I'm dying to know how those folds + abs resulted in the geometry. I know how simple folds work but ... that particular series of combination of folds and abs made no sense to me. Is there anywhere I can consult? float c = cos(3.1415/5.0), s=sqrt(0.75-c*c); vec3 n = vec3(-0.5, -c, s); p = abs(p); p -= 2.*min(0., dot(p, n))*n; p.xy = abs(p.xy); p -= 2.*min(0., dot(p, n))*n; p.xy = abs(p.xy); p -= 2.*min(0., dot(p, n))*n; float d = p.z-1.; the abs in between folds seem to be doing something ... can't wrap my head around it though
@williamiiifarquhar4345
@williamiiifarquhar4345 3 ай бұрын
Great video! Very easy to follow.
@taylor.matson
@taylor.matson 3 ай бұрын
Excellent video covering a lot of the basics! Should be the first video in any Raymarching playlist ;)
@agysin
@agysin 3 ай бұрын
Fantastic explanation, clear and calm. Thank you!
@JohnnyTwoFingers
@JohnnyTwoFingers 3 ай бұрын
I would very much like to talk to you about a UI for a next gen ~"social media" platform that would have portions rendered in threeJS or some equivalent...the Terence McKenna script was just too much synchronicity haha...hopefully you read comments on your old videos.
@gregmark1688
@gregmark1688 3 ай бұрын
Years later, and this is still one of the absolute best shaders I have ever seen. It is, indeed, a classic. So simple, yet so profoundly and emotionally evocative. Really, just the best.
@WilliRittmann-iq5bu
@WilliRittmann-iq5bu 3 ай бұрын
You made it with shaders... yeah, I've a long way ahead 😅
@saege1173
@saege1173 3 ай бұрын
of course it is tea
@wolpumba4099
@wolpumba4099 3 ай бұрын
*Abstract* This video explores the use of hexagonal tiling in shader programming. It covers how to draw a single hexagon, how to create a seamless hexagonal grid, and how to manipulate individual hexagons within the grid. The video concludes by demonstrating how to use these techniques to create a visually interesting effect. *Summary* *Folding and Drawing the Hexagon (**0:22**)* * The video starts by folding the hexagon over its symmetrical quadrants to simplify the drawing process. * It then utilizes the absolute value of UV coordinates to define the boundaries of the hexagon within a single quadrant. * A dot product is used to create lines with specific angles, which are then normalized to ensure consistent size. * The video explains how to calculate the correct slope for the hexagon's edges by analyzing its internal triangles and applying the Pythagorean theorem. *Hexagonal Distance Function (**7:16**)* * A function called `hexDist` is created to calculate the hexagonal distance to a point in 2D space. * This function takes a UV coordinate as input and returns the distance to the closest edge of the hexagon. *Creating a Hexagonal Grid (**10:04**)* * The video explains how to create a hexagonal grid by offsetting two square grids. * By checking the distance to the center of each grid cell, the shader determines which grid a pixel belongs to, resulting in a hexagonal pattern. * The video then adjusts the grid dimensions to account for the non-square aspect ratio of hexagons. *Input/Output and UV Coordinates (**18:07**)* * A function called `hexCoords` is created to return both the UV coordinate and the ID of the corresponding hexagon cell. * This allows for individual manipulation of each hexagon within the grid. * The video discusses different types of UV coordinates that can be used for different effects, such as blending between cells or creating textures within each hexagon. *Example Effect (**24:37**)* * The video demonstrates how to use the developed functions to create a visually interesting effect with scaled and smoothly blended hexagons. * It emphasizes the potential for further creative exploration using these techniques. i used gemini 1.5 pro to summarize the transcript Token count 8,571 / 1,048,576
@leonardvanduuren8708
@leonardvanduuren8708 3 ай бұрын
Grandmaster !
@rokchoi6827
@rokchoi6827 3 ай бұрын
wow
@moonhowler667
@moonhowler667 4 ай бұрын
Since sin/cos algorithms have been optimized to Agrippa and back, wouldn't it be better to just lerp over a cos? You've essentially built an offset quarter cycle cosine, though not incredibly accurate for that purpose. If this were in any way faster than current sin/cos algos, it'd have been adapted into one by now. The upshot is, even if a given cos function is less efficient than this, you'd actually get a proper *smooth* step.
@robrau8795
@robrau8795 4 ай бұрын
Thanks---that was very helpful! 🙂
@miquelsunyerroda9638
@miquelsunyerroda9638 4 ай бұрын
wouldn't be this very useful to create "impostors"?
@GonzoGonschi
@GonzoGonschi 4 ай бұрын
thanks a lot buddy, that you make this nerd wisdom accessible for all us mortals
@trifonstatkov477
@trifonstatkov477 4 ай бұрын
This is one of those moments in which I am looking at a code and I am not confident that I will EVER be able to fully understand it. Massive respect! This is truly an art!
@reubenstarsky7328
@reubenstarsky7328 4 ай бұрын
easy out to dance