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Testing some different distance field formulas
Read on: www.dasprinzip.com/prinzipiell/2011/02/21/raymarching/
Applying one of the GP shaders to Mr. Rabbit. The code is in the right-hand window. The only thing that grew here were the SIN and SQRT functions.
While gravity-switching. The camera rotates smoothly into position, this shot was taken while it was doing so.
**Photorealistic large space-station built with a concentric rings design, exotic metals of gold and transparent glass, no moons or planets, spinning in Neptue orbit, insane details, intricate details, beautifully color graded, Unreal Engine, Cinematic, Color Grading, Editorial Photography, Photography, Photoshoot, Depth of Field, DOF, Tilt Blur, Optics, Scattering, Glowing, Shadows, Rough, Shimmering, Ray Tracing Reflections, Lumen Reflections, Screen Space Reflections, Diffraction Grading, Chromatic Aberration, GB Displacement, Scan Lines, R a y Traced, Ray Tracing Ambient Occlusion, Anti-Aliasing, FKAA, TXAA, RTX, SSAO, Shaders, OpenGL-Shaders, GLSL-Shaders, Post Processing, Post-Production, Cell Shading, Tone Mapping, CGI, VFX, SFX, hyper maximalist, elegant, hyper realistic, super detailed --ar 16:9** - Image #3 <@555300422709936129>
The following images were rendered using an Audi R8 car and Barcaccia fountain models.
The entire scene geometry is approximately 5 million triangles, with each car represented by 1.8 million triangles. The images are fully raytraced (primary+secondary+GI rays) at 720p. All shaders are procedural GLSL, with a true HDR pipeline. All textures are differential driven, and trilinear filtered, and we used a differential based shader for anti-aliasing by default. There are 16 ambient occlusion rays, 16 area shadow rays per pixel, with 8 samples, fully ray-traced, for glossy reflections on the alloy rims. Note that at VGA resolution and 4 ambient occlusion samples, all geometry, shaders and camera can be edited at sustained 3-5 frames per second (FPS) with CausticOne development system today.
Depth buffer experimentation
Watch the video on Vimeo vimeo.com/brainswitchmedia
Made in C++ with Cinder libcinder.org/