GLSL 101 Shaders for Everyone - VanTa

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Workshop: GLSL 101: Shaders for Everyone

In this workshop participants will acquire a basic understanding of how GLSL shaders operate within TouchDesigner. Additional information around their syntax and common use will be reviewed. This will be achieved through the creation of two real-life projects (an analog style synthesizer and a 2D pattern generator). The instructor will be present to guide students throughout the process. The main concepts of the workshop will be discussed and demonstrated at the beginning of the class and the rest will present themselves as the class unfolds.

This workshop is intended for programmers that want to deepen their understanding of computer graphics, for designers that want to learn how things are made, and for anyone curious enough to see the way pixels are drawn on a screen. A basic understanding of programming is required. Some experience with computer graphics will be useful.

Instructor: VanTa
VanTa is an experienced developer, with a strong focus in the field of computer graphics.

In his creations, he always tries to find a balance between geometry, abstraction, and chaos.

At the age of eight he left home and founded his own aerospace startup with very little venture capital, that operated from his parents’ porch.

With a background in environmental science, his work revolves around the intersection between art, science, and technology. He loves when digital elements align with the real world; either in augmented reality overlays, projection mapping on architectural landmarks, or pixels floating in thin air. VanTa also performs as a VJ and musician in different locations and festivals around the world. When he finds the time, he teaches coding to designers and artists.
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These latest TD workshops have shown me more about touch designer than most other tutorials. Thank you making these open source and freely available

rallokkcaz
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This is the first GLSL tutorial that I have fully understood :)

AntonyNorthcutt
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so easy understanding video to begin with glsl shaders. Best teacher. Thank you!

Mariiian
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These explanations are very clear and precise, thank you mr VanTa

fabriceduhamel
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Coming from substance designer this makes so much more sense now! great video!

aniketraj
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I've been trying to make some really neat lava lamps with clever use of white noise and function composition. I already have the math figured out but wiring up the dang gpu to just draw some dadgum pixels (I say some but I'm looking on the order of 120 to 240 million pixels/second with virtually no room for compression so I actually need to get it right) has proved to be actually rather difficult. This workshop has been AMAZINGLY helpful and I hope I'll be able to publish them soon

andrewferguson
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Thank you for making this available. Excellent overview. It has been a great help!

JeremydePrisco
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Where do I find a Tutorial for making a Stand Alone Windows Application? Thanks

EvenStarLoveAnanda
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Is it possible to use buffer object blocks in Compute shaders in TD without having to declare them in OpenGL? Will TD do the OpenGL invocations automatically?
e.g. I want to use an OpenGL SSBO to do data parallel processing on the GPU, but TD doesn't allow calls like glGenBuffers(), glBindBuffer(), etc. Should I just go straight to the GLSL block assignment using _layout() buffer BLOCK_NAME {};_ and pass whatever arbitrary data I want, or is using SSBOs not currently possible?
I haven't seen any example of someone using an SSBO in TD, so I'm confused.

Slomowo
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Which coding language is used here? Python or C?

jackakiki
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I get why some people may find this video useful but at nearly three hours it contains nothing that, with a modicum of editing, couldn't have been communicated in 20-30 minutes.

DJShadesUK