Jump to content


Snakes on a Plane


  • Please log in to reply
1 reply to this topic

#1 gotfroi

gotfroi

    Peon

  • Members
  • Pip
  • 11 posts
  • Joined: 24-March 11
  • Name:Geoff Marshall

Posted 10 May 2012 - 07:09 AM

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

#2 ChristianW

ChristianW

    Illusionist

  • Members
  • PipPipPip
  • 340 posts
  • Joined: 10-November 10
  • Location:London
  • Name:Christian Waite

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?




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users