I've been rolling a shader around in my head, here it is in simple form:
Given a simple surface, let's say a grid. A dot appears at one of the vertices and decides which direction it is heading by some random logic, something like L-systems. As it travels it leaves a trail behind it on the surface. When it gets to the next vertex it repeats the process. The end effect is a trailed dot that traces over the wireframe in a squarish snaky pattern. Then I would like to have more of these "snakes" appear at random vertices at randomly staggered times.
Now, to do this with sops and chops is probably do-able, but what if you have a very large data set loading in a procedural shader that you want to apply this to? I thought about instancing to create the effect and mulled around the idea of using particles but the most efficient choice would be a shader solution. I tried to figure out how to get this going in VEX but ended up head-scratching.
Anyone got some suggestions? OldSchool, I'm looking at you!
Cheers
Snakes on a Plane
Started by gotfroi, May 10 2012 07:09 AM
1 reply to this topic
#1
Posted 10 May 2012 - 07:09 AM
#2
Posted 10 May 2012 - 07:51 AM
I would say particles, or points in SOP solver that feeds into a shader would be the best way. I personally wouldn't approach it in an entirely SHOP solution...
Use points to create the motion, then use them to create render time displacement?
Use points to create the motion, then use them to create render time displacement?
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