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Screen Space Fluid Render _Touchdesigner

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INFRASTRUCTURE FOR CREATIVITY
I get something even if you download the free Plugins!!!!
✨ Deferred Lighting Exploration ✨
This time, we’re diving into deferred lighting, a powerful technique that adds stunning depth and realism to 3D scenes. Follow the video tutorial for a deep dive into the workflow and process that brought this beautiful result to life.
🔑 Key Concept: Screen Space Shading
Instead of applying materials directly to geometry, this method uses a Lookup Table (LUT)—a highly sophisticated one!
The inspiration? A timeless paper by Simon Green, an NVIDIA developer, presented at GTC 2010:
📄 Direct3D Effects by Simon Green
Fun fact: Many low-poly games still render water using this technique!
🚀 How It Works
Extracting Normals in Screen Space
To cast light, we need normals—but working with only depth, we have to generate them. Using GLSL, we combine UVs (vec2) with depth to create a vec3.
The Magic Formula:
For normals, calculate directional vectors using texture neighbors:
glsl
directionX = right - left;
directionY = down - up;
normal = normalize(cross(directionX, directionY));
This is called finite differences, a technique also used in raymarching!
Shader Implementation in TouchDesigner
In TD, the uniform uTD2DInfos[0].res gives pixel size (x, y) and resolution (w, z), essential for calculating normals. My shader breaks this down step by step for clarity—feel free to tweak and explore!
💡 The Light Equation
At the heart of this process is the render equation, which dictates how light interacts with surfaces. By constructing a BRDF (Bidirectional Reflection Distribution Function), we breathe life into materials like liquid or other complex surfaces.
For the full breakdown, check the video—I walk through the entire pipeline to demystify each step!
📚 Learning Resources
Here are some treasures I’ve found invaluable on this journey:
Shader Monthly YouTube Series: Explore complex shaders in simple steps.
🎥 Shader Monthly
University of Marburg Graphics Resources: Academic insights into shading and rendering.
🌐 University of Marburg
Cem Yuksel’s YouTube Channel: Dive deep into 3D rendering and shaders.
🎥 Cem Yuksel
GSN-Lib Platform: A node-based shader environment by the same Marburg professor.
🌐 GSN-Lib
🛠️ Let’s Build Together
If you hit a snag or need more insights into the patch, drop a comment—I’d love to help you out!
Best,
Simo
Get the file project and much more!!
#touchdesigner
#patreon
#realtime
#madewithtouchdesigner
#generativeart
#generativeartist
I get something even if you download the free Plugins!!!!
✨ Deferred Lighting Exploration ✨
This time, we’re diving into deferred lighting, a powerful technique that adds stunning depth and realism to 3D scenes. Follow the video tutorial for a deep dive into the workflow and process that brought this beautiful result to life.
🔑 Key Concept: Screen Space Shading
Instead of applying materials directly to geometry, this method uses a Lookup Table (LUT)—a highly sophisticated one!
The inspiration? A timeless paper by Simon Green, an NVIDIA developer, presented at GTC 2010:
📄 Direct3D Effects by Simon Green
Fun fact: Many low-poly games still render water using this technique!
🚀 How It Works
Extracting Normals in Screen Space
To cast light, we need normals—but working with only depth, we have to generate them. Using GLSL, we combine UVs (vec2) with depth to create a vec3.
The Magic Formula:
For normals, calculate directional vectors using texture neighbors:
glsl
directionX = right - left;
directionY = down - up;
normal = normalize(cross(directionX, directionY));
This is called finite differences, a technique also used in raymarching!
Shader Implementation in TouchDesigner
In TD, the uniform uTD2DInfos[0].res gives pixel size (x, y) and resolution (w, z), essential for calculating normals. My shader breaks this down step by step for clarity—feel free to tweak and explore!
💡 The Light Equation
At the heart of this process is the render equation, which dictates how light interacts with surfaces. By constructing a BRDF (Bidirectional Reflection Distribution Function), we breathe life into materials like liquid or other complex surfaces.
For the full breakdown, check the video—I walk through the entire pipeline to demystify each step!
📚 Learning Resources
Here are some treasures I’ve found invaluable on this journey:
Shader Monthly YouTube Series: Explore complex shaders in simple steps.
🎥 Shader Monthly
University of Marburg Graphics Resources: Academic insights into shading and rendering.
🌐 University of Marburg
Cem Yuksel’s YouTube Channel: Dive deep into 3D rendering and shaders.
🎥 Cem Yuksel
GSN-Lib Platform: A node-based shader environment by the same Marburg professor.
🌐 GSN-Lib
🛠️ Let’s Build Together
If you hit a snag or need more insights into the patch, drop a comment—I’d love to help you out!
Best,
Simo
Get the file project and much more!!
#touchdesigner
#patreon
#realtime
#madewithtouchdesigner
#generativeart
#generativeartist
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