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    https://youtu.be/nLFBF4OONNEE521: "Dad-Dancing in the Living Room"🎵 Phibes - Get the Fuck UpTesting some test lighting variants with audio input and got a bit carried away. Nearly fell over the chair at one point. Think I need to work on my cardio.Perf not bad for a laptop 3070 GPU!#creativecoding #unity #unity3d #madewithunity #hdrp #vfxgraph #shadergraph #realtime #realtimegraphics #realtimerendering #realtimevfx #procedural #generative #interactive #audioreactive #audioreactivevisuals
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    @lo Hmm, I wonder if I unfolded it, and shoved it through a Fourier transform, could I reverse engineer your algorithm. I don't wonder enough to actually get nerd-sniped and put the effort in, but still.
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    3) Audio response still needs work. Need to EQ before auto-gain (or fixed dynamic range with no auto-gain) to tame bass level but give natural response where louder parts make particles react more than quieter.4) Feels like bass should affect sim large low freq positional offsets, mid range and highs work nicely when the timer cycle causes higher freq position offsets.
  • Help!

    Uncategorized shader glsl askfedi
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    Help! I've talked someone into being curious about (fragment) shader-ing ala shadertoy, but I can't find a decent node-based GUI for shader editing that has decent ergonomics but is also close enough to GLSL structurally to allow shadertoy-like mathy exploration.So far everything I've seen fails in a significant way on either of these:- Blender: separate "Math" and "Vector Math" nodes. "Math" node with drop-down instead of granular primitives- Godot: "Function" node with drop-down instead of granular primitives- Unity: uh ... i just don't want to do this to them i think- cables.gl: no vector types at all??? setup a bit elaborate- https://victhorlopez.github.io/editor/ closest so far; polymorphic functions but doesn't auto-cast values; UX a bit underdone ...surely there would be a web tool for this given the popularity of SDFs etc???#askfedi #glsl #shader