Volumetric Light
Volumetric light in blender. Low rez, high filesize, less than ideal – but volumetric light is always nifty. [everyday 6/7/17]
Volumetric light in blender. Low rez, high filesize, less than ideal – but volumetric light is always nifty. [everyday 6/7/17]
[everyday 6/5/17]
Had a lovely time working on (CGAJam)[https://itch.io/jam/cga-jam] with friends. I did mainly art, no code, which is definitely a new thing for me. Had a great time. 4 colors are incredibly limiting and inspiring. I hope we finish it – fun mechanic and wonderful throwback art. [Repo here](https://github.com/swiftcoder/cgajam2017/blob/master/README.md).
One day I will grok shaders. Live: [everyday 053117]
Isolate game mechanics, arrive at near-existentialism [everyday 053017]
Well, this escalated quickly. Trying to get more interesting worldspace-based effects happening (basically, a ripple would be nice) but until then, these unforeseen behemoths sure are interesting. The hotshot line is: ico.geometry.vertices[i] += Math.sin(clock.getElapsedTime() * ico.geometry.vertices[i]) / 2; (for all axes individually) [everyday 5/28/17]
[everyday 5/18/17]
Source Super fun timez grabbing shaders from the wild (okay, GLSL Sandbox and Shadertoy) and converting them to three.js. The biggest leap is one of the mind – we’re no longer in quad fullscreen frag land, Toto! These babies are now functioning as materials! The Shader language family is like Romanesque languages – a lot […]
Still imperfect looping but getting closer. [Everyday 5/8/17]
[everyday 5/6/17]
Perhaps eventually part of something bigger. Listened to this song in repeat while working on this and it sort of syncs up. via GIPHY