Xor
@XorDev
Shader Artist. Tutorials: http://mini.gmshaders.com
"Lanterns" vec3 s=normalize(FC.rgb*2.1-r.xyx),p,v,c=s/s.y;v.y++;for(float i,d,z;i++<3e1;o+=(9.-cos(p.y/.2)/(.1+d))/d/z)p=s*z+v,p.z-=t,p.y-=d=min(p+p,0.).y,p+=.03*sin(length(c-2.)/.1)*d,z+=d=.01+.6*abs(length(sin(p+=p*v-sin(p.zxy*.6-t*.2))-v)-.1);o=tanh(vec4(9,3,1,0)*o/6e3);
In regard to the AI versus artists debates: Is art about the process used to create the art or the result of the artist? I would argue that the volume of the artist’s touches is what makes it theirs and there’s a huge difference between 1 stroke/prompt and 500. Tools matter less
“Generational garbage collection”
I have the out-most respect for anyone willing to literally put skin in the game to chase their thesis, even if I'm fundamentally at odds with it. But I don't think the world is better off if death is optional. It's generational garbage collection, to use a programming term 😄
After writing a million tweet shaders, it’s fun to go back to writing a standard shader and handcrafting every detail for performance and quality. Everything seems easier when you have more than 280 characters
Cool tech! Needs better marketing though
Unbound's joyful, intuitive sculpting experience is now even more powerful with physics. Use collisions, triggers, constraints, physics logic blocks & APIs help you set up complex rigs and behaviors for your game. Try for free: unbound.io #gameDev #madeWithUnbound