art3mis Posted June 12, 2017 Share Posted June 12, 2017 (edited) Not sure if this should go in the Shaders sub forum. Obviously a huge topic but greatly inspired by the work of people like @FlexMonkey on twitter "Simple Plasma" (https://www.shadertoy.com/view/XsVSzW ) expressed in 3D as a lattice of cylinders using pic.twitter.com/9dW9va2qy0 Anyone aware of any tutorials that cover the basics of converting GLSL code to VEX for use inside a Volume Wrangle? Edited June 12, 2017 by art3mis Quote Link to comment Share on other sites More sharing options...
f1480187 Posted June 13, 2017 Share Posted June 13, 2017 (edited) You just replace all non-vex stuff to vex standard syntax, it's usually easy: Vec3 → vector a.cross(b) → cross(a, b ) (iGlobalTime * 1.0) → @Time (uv.xy += r) → (uv.x += r; uv.y += r) or, in that case, (uv += r) And so on. You need know VEX to a certain extent or just ask on odforce. I have no clue about GLSL, so, I guess it not required. But it will be a plus, of course. Most tricky part is to understand how and where this code is executed. This one turned to be almost direct analog of any normal VEX code: iterate over all shading points and set some vector attribute. simple_plasma_shadertoy.hipnc Edited June 13, 2017 by f1480187 1 Quote Link to comment Share on other sites More sharing options...
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