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old but still satisfying

 

Edited by Noobini
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Simple particle rules + time = life ?!

 

 

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Wind turbulence visualized in the real world

 

Edited by bunker
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For those who want reference for a liquid methane explosion, or are otherwise interested in rocketry.
There's many angles, slow motion footage and commentary from someone who knows his stuff :) :

 

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@theotheo
vex --
 

/*
 * PROPRIETARY INFORMATION.  This software is proprietary to
 * Side Effects Software Inc., and is not to be reproduced,
 * transmitted, or disclosed in any way without written permission.
 *
 * Produced by:
 *      Side Effects Software Inc
 *      123 Front Street West, Suite 1401
 *      Toronto, Ontario
 *      Canada   M5J 2M2
 *      416-504-9876
 *
 * NAME:        asadlens.vfl ( VEX )
 *
 * COMMENTS:    A simple lens shader to mimic the built-in perspective
 *              camera.  The shader supports curvature and depth of field.
 */

#pragma opname          v_asadlens
#pragma oplabel         "ASAD Lens"

#pragma hint    x       hidden
#pragma hint    y       hidden
#pragma hint    Time    hidden
#pragma hint    dofx    hidden
#pragma hint    dofy    hidden
#pragma hint    aspect  hidden
#pragma hint    P       hidden
#pragma hint    I       hidden

#pragma label   projection      "Projection"
#pragma label   zoom            "Zoom"
#pragma label   curvature       "Lens Curvature"
#pragma label   focus           "Focus Distance"
#pragma label   coc             "Circle Of Confusion"

#pragma choice  projection      perspective "Perspective"
#pragma choice  projection      polar "Polar (panoramic)"
#pragma choice  projection      cylinder "Cylinder (panoramic)"

#pragma range   curvature       -1 1
#pragma range   zoom            0 10
#pragma range   focus           0 10
#pragma range   coc             0 1

#include "math.h"

cvex
asadlens(
        // Inputs
        float x = 0;
        float y = 0;
        float Time = 0;
        float dofx = 0;
        float dofy = 0;
        float aspect = 1;

        // Outputs
        export vector P = 0;
        export vector I = 0;

        // Shader arguments
        string projection = "perspective";
        float zoom = 1;
        float curvature = 0;
        float focus = 1;
        float coc = 1;
        )
{
    if (projection == "perspective")
    {
        P = set(-focus*coc*dofx, -focus*coc*dofy, 0);
        I = set(x/zoom, y/(zoom*aspect), 1 + (1 - 2*(x*x + y*y))*curvature);
        I += set(coc*dofx, coc*dofy, 0);
    }
    else if (projection == "polar")
    {
        float   xa = -PI*x;
        float   ya = (0.5*PI)*y;
        float   sx = sin(xa);
        float   cx = cos(xa);
        float   sy = sin(ya);
        float   cy = cos(ya);

        P = 0;
        I = set(cx*cy, sy, sx*cy);
    }
    else if (projection == "cylinder")
    {
        float   xa = -PI*x;
        float   sx = sin(xa);
        float   cx = cos(xa);

        P = set(0, 0.5*y/(zoom*aspect), 0);
        I = set(cx, 0, sx);
    }
}

 

gtff.jpg

Edited by Librarian
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looks like I found SideFX offices in "Microsoft Flight Simulator 2020"

 

MSFS2020.jpg

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Posted (edited)

that's a lot of voxels!

Edited by bunker
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