Experiments in mixed rendering in Flitter

The lava blobs are SDF surfaces rendered with a custom shader and the green sphere is a triangle mesh rendered with the normal lighting shader. The same lighting is passed into both renderers and they output into the same colour and depth buffers

Code here if anyone is interested:
https://github.com/jonathanhogg/flitter-examples/blob/main/genuary2024/day29.fl

#FlitterLang #GenerativeArt #ProceduralArt

flitter-examples/genuary2024/day29.fl at main · jonathanhogg/flitter-examples

A collection of mini visual artworks written in the Flitter visuals language - jonathanhogg/flitter-examples

GitHub

I still really want to add a built-in SDF renderer to Flitter, but I haven't quite figured out how it should work. I guess it should be work something like how I currently do constructive solid geometry with meshes, but should I support custom SDF functions?…

#FlitterLang #GenerativeArt #ProceduralArt

Unexpectedly interesting side-effect!

I modified my SDF blob shader to colour the pixels based on computational cost so I could do some visual analysis, and this ghostly result is almost more interesting than the original…

#FlitterLang #GenerativeArt #ProceduralArt

@jonathanhogg - so incredibly beautiful!!! I want that as screensaver and background image on my linux computer, my mac, appleTV, iPhone, Teams video conference - heck, make it into a watch face. With just a tad more purple, but spot-on perfect!!!

@axel_hartmann I can render it as a longer video or a large image if you really want! I can make it more purple by just forcing the SDF algorithm to work harder 😂

(Or you can always just run the code yourself…)

@jonathanhogg just now reading the thread backwards and came to the same conclusion - thanks for making everything available!
@axel_hartmann just pushed the latest changes 😀
@jonathanhogg All hail the glow cloud!