Cdak by Quite - How?
category: general [glöplog]
rendering is simple: p0 to a rendertarget, then postprocess it by p1
and ofcourse pass some parameters ("j" is screen resolution, etc)
and ofcourse pass some parameters ("j" is screen resolution, etc)
and we lost the complete source of party version (luckily we had that exe to take part in the compo)
what i love about the demoscene is that understanding (to whatever extent) how something was made does not make it any less awesome. cool stuff, unc!
RESPECT & UVAZHUHA )
Didn't we get enough of those during football World Cup 2010 ? ;-)
skrebbel: word. And the fact that it's plain understandable does make it even more genius.
Skrebbel: how about when we find out it was an animation? ;)
But in this case, word. My respect for it has gone up after looking at that evil shader.
But in this case, word. My respect for it has gone up after looking at that evil shader.
what everyone else said: thx unc!
Wow, that source is the whole code... 0.0 Its amazing, the demo looks so massive in scale, and yet its source only a couple of pages long. So how are the structures generated? Where's the code for the paths? :o
Talking about domain repetition... I tried sin/cos for domain repetition - works for abstract stuff.
Any other ideas for more complex "domain repetition"?
Any other ideas for more complex "domain repetition"?
Code:
p.x = sin(p.x); //mod(p.x, 1.0)-0.5;
p.z = sin(p.z); //mod(p.z, 1.0)-0.5;
plus odin, molodci, respect/uvajuha! vy zastavili ih zadumatsya :) sorry for spam
wow thx unc and dune. finally I can put my mind to rest! :)
until you watch it again! AND AGAIN!
Very nice explanation. Did a bunch of stuff like that myself. Too bad performance decreases exponentially with information depth. You can span infinite areas with unfortunately rather homogeneous structures. There are some optimization steps to it but in any case you'll always have to factor in _all_ information for every ray step you take.
It's such a beautiful way to create scenes and it scales so so badly. That makes me sad and angry.
It's such a beautiful way to create scenes and it scales so so badly. That makes me sad and angry.
you can still gain variation by using your modulo cells' indices as random seeds for various parameters (object existence, rotation, type, shape, material, ..) or bending space in a weird way. there is only one pipe thingy in http://pouet.net/prod.php?which=61200,for example. for me, the apparent restriction forces me to describe geometry more elegantly than i would have done otherwise, so i consider it a good thing.
ok, but i concede the point that with this method you never end up where you thought you were going. if you have something specific in mind, it probably won't work out.
ok, but i concede the point that with this method you never end up where you thought you were going. if you have something specific in mind, it probably won't work out.
Hum, the pictures that unc posted are gone, doesn soemone still have them by any chance?
Quote:
archive.org does.by numtek:
Hum, the pictures that unc posted are gone, doesn soemone still have them by any chance?
@Starchaser: awesome!
unc: are those images of the first page to be found somewhere else on the internets?
Also, web.archive.org is your friend as always.
ah greatness, thanx