World space raymarching shadows on clouds 2
Now occluding direct sunlight with scene geometry too
A shadow map rendered from a camera at the light position blocks the sun
More info soon
#Touchdesigner #clouds #raymarching #shader #pbr #creativecodding #touchdesignercommunity
World space raymarching shadows on clouds 2
Now occluding direct sunlight with scene geometry too
A shadow map rendered from a camera at the light position blocks the sun
More info soon
#Touchdesigner #clouds #raymarching #shader #pbr #creativecodding #touchdesignercommunity
World space raymarching shadows on clouds 1
First pass at self-shadowing: a 4-step widening light march toward the sun per sample
Denser clouds block light from reaching the far
More info soon
#Touchdesigner #clouds #raymarching #shader #pbr #creativecodding #touchdesignercommunity
World space raymarching shadows on clouds 1
First pass at self-shadowing: a 4-step widening light march toward the sun per sample
Denser clouds block light from reaching the far
More info soon
#Touchdesigner #clouds #raymarching #shader #pbr #creativecodding #touchdesignercommunity
Clouds soft shadows projection
Casting the clouds' own shadow back onto the scene below
Projected onto the world-position/depth buffer with optional temporal reprojection
#Touchdesigner #clouds #raymarching #shader #pbr #creativecodding #touchdesignercommunity
Clouds soft shadows projection
Casting the clouds' own shadow back onto the scene below
Projected onto the world-position/depth buffer with optional temporal reprojection
#Touchdesigner #clouds #raymarching #shader #pbr #creativecodding #touchdesignercommunity
2D Vector flow map
A signed R/G vector texture now drives the wind direction across the whole volume
Sampled triplanar just like the weather map, it can push clouds sideways, spin them
#Touchdesigner #clouds #raymarching #shader #pbr #creativecodding #touchdesignercommunity
2D Vector flow map
A signed R/G vector texture now drives the wind direction across the whole volume
Sampled triplanar just like the weather map, it can push clouds sideways, spin them
#Touchdesigner #clouds #raymarching #shader #pbr #creativecodding #touchdesignercommunity
Animated textures and control 2
Blending several staggered flow-map copies so the drift never pops
Based on the classic water-flow-shader trick, each phase fades in and out
More info soon
#Touchdesigner #clouds #raymarching #shader #pbr #creativecodding #touchdesignercommunity
Animated textures and control 2
Blending several staggered flow-map copies so the drift never pops
Based on the classic water-flow-shader trick, each phase fades in and out
More info soon
#Touchdesigner #clouds #raymarching #shader #pbr #creativecodding #touchdesignercommunity
Animated textures and control 1
First pass at advecting the clouds with a vector map
A 2D flow texture displaces the shape noise, weather UVs and self-shadow samples.
More info soon
#Touchdesigner #clouds #raymarching #shader #pbr #creativecodding #touchdesignercommunity
Animated textures and control 1
First pass at advecting the clouds with a vector map
A 2D flow texture displaces the shape noise, weather UVs and self-shadow samples.
More info soon
#Touchdesigner #clouds #raymarching #shader #pbr #creativecodding #touchdesignercommunity
Texture driven density 2
Pushing the weather map further to carve storm fronts and clearings
Same triplanar projection, now paired with a cloud-type height gradient .
#Touchdesigner #clouds #raymarching #shader #pbr #creativecodding #touchdesignercommunity
Texture driven density 2
Pushing the weather map further to carve storm fronts and clearings
Same triplanar projection, now paired with a cloud-type height gradient .
#Touchdesigner #clouds #raymarching #shader #pbr #creativecodding #touchdesignercommunity
Texture driven density 1
Driving cloud coverage from a weather map instead of one global value
Triplanar box-projected texture (X/Y/Z channels multiplied together) sculpts patchy.
More info soon
#Touchdesigner #clouds #raymarching #shader #pbr #creativecodding #touchdesignercommunity
Texture driven density 1
Driving cloud coverage from a weather map instead of one global value
Triplanar box-projected texture (X/Y/Z channels multiplied together) sculpts patchy.
More info soon
#Touchdesigner #clouds #raymarching #shader #pbr #creativecodding #touchdesignercommunity
Clouds density & transparency
Beer-Lambert transmittance with analytic per-step integration
Stable in-scattering even at large step sizes.
More info soon
#Touchdesigner #clouds #raymarching #shader #pbr #creativecodding #touchdesignercommunity
Clouds density & transparency
Beer-Lambert transmittance with analytic per-step integration
Stable in-scattering even at large step sizes.
More info soon
#Touchdesigner #clouds #raymarching #shader #pbr #creativecodding #touchdesignercommunity
Noise and powder
Adding a powder effect that darkens the densest edges facing the camera
Combined with the shape noise it gives that soft, sunlit fluffy look..
More info soon
#Touchdesigner #clouds #raymarching #shader #pbr #creativecodding #touchdesignercommunity
Noise and powder
Adding a powder effect that darkens the densest edges facing the camera
Combined with the shape noise it gives that soft, sunlit fluffy look..
More info soon
#Touchdesigner #clouds #raymarching #shader #pbr #creativecodding #touchdesignercommunity
PBR Sky LUT compatibility
Sharing PBRSky's Transmittance and Multi-scatter LUTs to light the clouds
Sun and ambient colors get physically tinted by height and sun angle.
More info soon
#Touchdesigner #clouds #raymarching #shader #pbr #creativecodding #touchdesignercommunity
PBR Sky LUT compatibility
Sharing PBRSky's Transmittance and Multi-scatter LUTs to light the clouds
Sun and ambient colors get physically tinted by height and sun angle.
More info soon
#Touchdesigner #clouds #raymarching #shader #pbr #creativecodding #touchdesignercommunity
Raymarching steps
Dialing in the step count along each view ray
Steps fall off with distance (LOD) and widen further through empty space, with an early exit..
More info soon
#Touchdesigner #clouds #raymarching #shader #pbr #creativecodding #touchdesignercommunity
Raymarching steps
Dialing in the step count along each view ray
Steps fall off with distance (LOD) and widen further through empty space, with an early exit..
More info soon
#Touchdesigner #clouds #raymarching #shader #pbr #creativecodding #touchdesignercommunity
Noise Scaling & Iterations
Tuning the shape noise's frequency and FBM octave count
More harmonics add fine wispy detail on top of the base shape, but each octave costs.
More info soon
#Touchdesigner #clouds #raymarching #shader #pbr #creativecodding #touchdesignercommunity
Noise Scaling & Iterations
Tuning the shape noise's frequency and FBM octave count
More harmonics add fine wispy detail on top of the base shape, but each octave costs.
More info soon
#Touchdesigner #clouds #raymarching #shader #pbr #creativecodding #touchdesignercommunity
Shaping and positioning
I'm working on a new raymarching system
It's based on a box POP input to shape the volume directly
More info soon
#Touchdesigner #clouds #raymarching #shader #pbr #creativecodding #touchdesignercommunity
Shaping and positioning
I'm working on a new raymarching system
It's based on a box POP input to shape the volume directly
More info soon
#Touchdesigner #clouds #raymarching #shader #pbr #creativecodding #touchdesignercommunity
Experiment 4
It renders an occluded camera view space image to composite with the scene,
and a non occluded equirectangular map to use in environment lighting
More info soon
#Touchdesigner #sky #athmosphere #shader #pbr #creativecodding #touchdesignercommunity
Experiment 4
It renders an occluded camera view space image to composite with the scene,
and a non occluded equirectangular map to use in environment lighting
More info soon
#Touchdesigner #sky #athmosphere #shader #pbr #creativecodding #touchdesignercommunity
Experiment 3
It Raymarches the atmosphere along the camera view ray
and compute occlusion using world space positions
More info soon
#Touchdesigner #sky #athmosphere #shader #pbr #creativecodding #touchdesignercommunity
Experiment 3
It Raymarches the atmosphere along the camera view ray
and compute occlusion using world space positions
More info soon
#Touchdesigner #sky #athmosphere #shader #pbr #creativecodding #touchdesignercommunity
Experiment 2
It uses a point light position to simulate the sun,
the haze and atmosphere are computed accordingly
Sun direction is derived once per frame from that light's position.
More info soon
#Touchdesigner #sky #athmosphere #shader #pbr #creativecodding #touchdesignercommunity
Experiment 2
It uses a point light position to simulate the sun,
the haze and atmosphere are computed accordingly
Sun direction is derived once per frame from that light's position.
More info soon
#Touchdesigner #sky #athmosphere #shader #pbr #creativecodding #touchdesignercommunity
Experiment 1
Trying my new implementation of an HDR sky system
It's a Physically Based Rendering approach using raymarching.
Follows the Hillaire 2020 model
More info soon
#Touchdesigner #sky #athmosphere #shader #pbr #creativecodding #touchdesignercommunity
Experiment 1
Trying my new implementation of an HDR sky system
It's a Physically Based Rendering approach using raymarching.
Follows the Hillaire 2020 model
More info soon
#Touchdesigner #sky #athmosphere #shader #pbr #creativecodding #touchdesignercommunity
Experiment 10
The camera only selects which snapped window of each level's lattice is currently active, so vertices never glide
More info soon
#Touchdesigner #ocean #water #shader #tdpop #creativecodding #touchdesignercommunity
Experiment 10
The camera only selects which snapped window of each level's lattice is currently active, so vertices never glide
More info soon
#Touchdesigner #ocean #water #shader #tdpop #creativecodding #touchdesignercommunity
Experiment 9
Each level's window is centered on ONE SHARED point: the camera position snapped ONCE to the COARSEST active level's step
More info soon
#Touchdesigner #ocean #water #shader #tdpop #creativecodding #touchdesignercommunity
Experiment 9
Each level's window is centered on ONE SHARED point: the camera position snapped ONCE to the COARSEST active level's step
More info soon
#Touchdesigner #ocean #water #shader #tdpop #creativecodding #touchdesignercommunity
Experiment 8
Unlike a continuous camera-centered warp, every vertex sits on an ABSOLUTE world-space lattice:
for a given level L, valid positions are exact multiple
More info soon
#Touchdesigner #ocean #water #shader #tdpop #creativecodding #touchdesignercommunity
Experiment 8
Unlike a continuous camera-centered warp, every vertex sits on an ABSOLUTE world-space lattice:
for a given level L, valid positions are exact multiple
More info soon
#Touchdesigner #ocean #water #shader #tdpop #creativecodding #touchdesignercommunity
Experiment 7
Analytic normal computation, Jacobian-derived crest/fold foam factor, and wave-energy (steepness) metric
More info soon
#Touchdesigner #ocean #water #shader #tdpop #creativecodding #touchdesignercommunity
Experiment 7
Analytic normal computation, Jacobian-derived crest/fold foam factor, and wave-energy (steepness) metric
More info soon
#Touchdesigner #ocean #water #shader #tdpop #creativecodding #touchdesignercommunity
Surface series 14
Hidden work within
Surface energy waits coiled
Ready to release
#Touchdesigner #generativeart #visuals #creativecodding #touchdesignercommunity
Surface series 14
Hidden work within
Surface energy waits coiled
Ready to release
#Touchdesigner #generativeart #visuals #creativecodding #touchdesignercommunity
Experiment 6
Direct summation of ~32 Phillips-weighted trochoidal components, equivalent of an FFT ocean spectrum
More info soon
#Touchdesigner #ocean #water #shader #tdpop #creativecodding #touchdesignercommunity
Experiment 6
Direct summation of ~32 Phillips-weighted trochoidal components, equivalent of an FFT ocean spectrum
More info soon
#Touchdesigner #ocean #water #shader #tdpop #creativecodding #touchdesignercommunity
Surface series 13
Where the drop meets ground
Contact angle tells the truth
Steep or shallow fate
#Touchdesigner #generativeart #visuals #creativecodding #touchdesignercommunity
Surface series 13
Where the drop meets ground
Contact angle tells the truth
Steep or shallow fate
#Touchdesigner #generativeart #visuals #creativecodding #touchdesignercommunity