Realistic Water Caustics Effect for Un... #Watercaustics #Realisticwater #Unity #Urp #Hdrp #Builtinrp #Computeshader #Vr #Forwardrendering #Deferredrendering #Texturegenerator #Effectmodule #Chromaticaberration #Blur #Directionalblur #AssetStore
https://u3dn.com/packages/realistic-water-caustics-effect-for-unity-201037
"Rotational Force"
Tooll3 Tutorial on how to create your own HLSL Compute Shader Particle Force:
In this video I show you how to create your own HLSL compute shader particle force in Tooll3 and the complete workflow on how to set up the operator interface, create parameters and dropdowns with defaults and useful input ranges, re-order parameters ( ;-) ), rename inputs, sort out the compute shader input buffer slots, get useful error messages, write documentation, create examples and presets and also guide you through the code and the simple example scene I created.
I talk a bit about GPU threading and [numthreads] and I found this video very helpful to understand the inner workings of GPUs and compute shaders:
https://www.youtube.com/watch?v=eDLilzy2mq0
Tooll3 is open source and ATM available on Windows only (although one user reported having it running on Linux in a Bottle).
You should have a decent GPU for good performance.
Download it here:
https://tooll.io
I did several animations with the force already:
https://youtu.be/HCY5tdhlcMU
https://youtu.be/H41QNp9ghWk
https://youtu.be/v25vCSL967Y
#Tooll3 #realtime #tutorial #operator #force #particle #radial #rotational #generativeart #particles #livingpainting #creativecoding #hlsl #csharp #gpu #nodes #shader #computeshader #generative #procedural #visualart
I already got some kind of bug in my WGPU compute shader code that causes the whole system to freeze. It's a simple particle simulation with the nannou framework. If anyone is curious to take a look: https://gist.github.com/somecho/0ce97a911dad2e6141daa0003730ea08
#webgpu #wgpu #nannou #rust #graphics #graphicsprogramming #gfx #computeshader
THURSDAY June 6th Live Online
Noise functions are fundamental tools for generating textures, patterns, and simulations. In this session, weโll explore the diverse range of noise functions available in FUSE and demonstrate how they can be utilized to enhance complexity and detail in your projects. Led by FUSE developer Christian Riekoff
https://thenodeinstitute.org/courses/ss24-vvvv-all-about-noise-functions-with-fuse/
#vvvv @vvvv #visualdesign #programming #creativecomputation #generative #visualprogramming #creativecoding #computeshader #nodes
It doesnt look like much, its a "virtual pipes" based version of a fluid simulation. The win here is that it took me 2 days instead of a few weeks to get JFA working. This also has lot more futzing around with compute stages and differen buffers. This time I tried using a hacked up version of wgsl_to_wgpu to update the bindings. Big win there keeping everything in line for sure. Next up, hooking the two stages together so that I can use JFA to calculate the distance to water.
The original repo: https://github.com/ScanMountGoat/wgsl_to_wgpu
My hacked up version (please forgive me!) https://github.com/00alia00/wgsl_to_wgpu_bevy
#bevy #rust #rustlang #gamedev #compute #computeshader #simulation #fluids #rendering
Playing with enhancements to the #GodotEngine #ComputeShader water demo by rewriting it to be closer to demo by Matthias Mรผller, which is a bit more physically accurate. The point was to add two-way coupling with rigid bodies, as he does in his demo, but I'm not sure I'll get there. I think have already painted myself into a corner with errors.
This also uses a vertex shader to give real vertical displacement. (The stock demo was designed for performance, not realism.)
https://matthias-research.github.io/pages/tenMinutePhysics/index.html