This is absolutely amazing! Thanks for explaining in understandable steps
@ItsWesSmithYo17 күн бұрын
2025, Claude, please write me some code for a smiley face shader 😂 stay curious 🤙🏽🖤🔊🧮
@knowercoder21 күн бұрын
Thank you!!!
@FrankBudino21 күн бұрын
This is great, but my a_texCoord0.y is flipped in OpenGL ES ;(
@knowercoder22 күн бұрын
Great video!
@吉吉犬22 күн бұрын
Excuseme ,I have a question the dot(ab,ab) isn't one? why does it must be exsist
@iReportScamsАй бұрын
This is beautiful stuff! Thanks
@MelroyvandenBergАй бұрын
he is so high during this youtube video.. omg lol.. I do not recommend that.
@BleenderheadАй бұрын
for a consistent Y coordinate, it seems like what would work is to flip on the checkerboard, AND flip again if the tile is flipped. Based on the observation that neighboring tiles of the same orientation must be flipped relative to each other, and tiles of opposite orientations are not. EDIT: I tried it and this works!
@cazarilmachineАй бұрын
Thanks for the awesome video!
@plasmaportlАй бұрын
Very nice!
@duckydude20Ай бұрын
i completed 1-4 and smiley, yet can't create even a simple thing. wish to meet you someday 🤗
@miketheburnsАй бұрын
thanks for the in-depth video! I'm halfway through, but I just gotta say I disagree with your naming convention. I thought so at the beginning, but now that you mentioned it, I gotta tell my side of the story. I imagine I'm at least as old as you and have been programming since I was about 8, and originally I also liked to use short variable names because it seemed like it would be more performant and takes less time to type and I *should* know what it means. However, as I've gotten older and realized that there are extremely few cases where the length of variable names actually matters, I've been opting for robust variable names, since 99.9999% of the time the length doesn't matter, but clarity and readability does. So often I'll look through old code or get some code from a colleague and only have to work on one small part, but I end up having to read through and understand like 50 functions across 10 different files, because I have no idea what "rO" in this case is. Maybe "radius of the circle O"? or maybe "rendered object"? who knows! At least the hard typing lets me know it's a vector with three parts, so PROBABLY X,Y,Z, but maybe not. rayOriginXYZ would be awesome, but rayOrigin would be fine to. You could also do cameraOrigin, as I've seen many do in shaders (plus Unity has its own pre-defined variable _WorldSpaceCameraPos, which I think you might be about to use, but in any case: programmers can type fast. Using cryptic short variable names only makes it HARDER to read code when you are not in the thick of things. And one more thing: when using e for espilon, we should just use epsilon, but even then the person reading the code might not know what epislon is supposed to represent. Is it Euler's number? Is it capital epsilon, which often represents transistivity in solid phyiscs? or I think it represents something like thickness of the surface of a conductive object, which plays a role in EMF emissions. In any event, I'd recommend giving the mathematical formula in the comments or at least explain what epsilon means in this context. Again - GREAT VIDEO, but I'd just like to throw my two cents into the ring.
@The-FilterАй бұрын
I saw a very flexible method in UE5 using such a shader with a projector, same as using decals, which would make everything extremly flexible! Maybe you might wanna get your hands on that idea? ^^ I would pay for such a rain projection shader. =) Also the advantage of the projection method would be, A. the object can move and rotate, without influencing the rains orientation and B. you don't need to modify or duplicate the materials of each object, for the"rain-version", anymore!!!
@PAttah-d1cАй бұрын
"8 Years ago" ...... 😩😩😩
@duckydude20Ай бұрын
it definitely does. thanks for all these videos... 🤗
@ChristianLeonChristensenАй бұрын
Thanks, these videos are gold
@623-x7b2 ай бұрын
Could someone please explain how to do this with a scene that doesn't use the texture channel, but that uses the other objects in the scene. I can't get it to work. I assumed you would march an extra time.
@JustYesntMan2 ай бұрын
i love your videos
@陳己見2 ай бұрын
Very helpful!
@ArnaudMEURET2 ай бұрын
Ray marching is one of these things that was hard to come up with because it is too simple to believe.
@Apn_1233 ай бұрын
Wow i understand Normal Vector Calc at last!! vec2 e = vec2(0.01, 0.0); //x, y e.xyy --> vec3(0.01, 0.0, 0.0) !!
@JustYesntMan3 ай бұрын
where is he ???
@sksahil43743 ай бұрын
Great.. tutorial
@ShoshiPlatypus3 ай бұрын
Excellent explanation. Love the dance floor analogy, beautifully presented! I have struggled with maths all my life but very keen to understand the inner workings of this incredible artefact. I've just plotted the times tables visually and loving the results, and learning about the connections with the Mandelbrot Set and also the Fibonacci series which has fascinated me for years. So much to learn and my intellectual abilities are struggling a lot with it all - I feel that there is something just outside my grasp but I strive to find it!!
@nikbivation3 ай бұрын
wow, thank you for this!
@Mr.Epsilion3 ай бұрын
Tell me please, how to flow from center, like radial vector movment, I want to use it for racing car window. When car accelerated, the wind forcing drops go away from center to edges window
@Arayanlar-b2k3 ай бұрын
Crazy begining for your explanation... Thans
@Arayanlar-b2k3 ай бұрын
Great work... Greetings from Turkey
@leonardocalvo59273 ай бұрын
❤❤❤❤
@MrKerim20004 ай бұрын
Why is the performance so poor?
@knowercoder4 ай бұрын
very helpful! thank you!!
@typewriteraudio4 ай бұрын
This is really well done.
@GameDevCoffeeBreak4 ай бұрын
Wow!
@CesareVesdani4 ай бұрын
This is like an ever changing universe of shapes.
@CodeNascher_4 ай бұрын
29:02 "The ass of the Mandelbrot Set" you mean the Mandelbutt?
@Veptis4 ай бұрын
I had quite a few ideas already: The animated k looks like a rotation on the corner. So maybe use that with some cog or wheel to have this tiling dynamically show up. Instead of using a checkerboard to flip, use a hash function too and make it random? Can one distort rows or columns to get less regular shapes? And finally, bring this idea into a 3D scene and recreate that advertisement photograph you showed in the beginning. So many ideas, and I want to give them all a try... I should stop watching these directly before bed but for breakfast instead.
@Keimoj4 ай бұрын
Hitting that compile after implementing remap :D Daamn that be cool effect!
@FOLDIK_UA4 ай бұрын
I really like your work and explanations of many practical mathematical approaches to creating real works of graphic art. Hello from Ukraine
@perprerp4 ай бұрын
Brilliant video
@knowercoder4 ай бұрын
Can I do the same in Godot?
@knowercoder4 ай бұрын
This is super cool!
@davidgb36524 ай бұрын
you don't know it, but I'm watching all your videos as if you were my teacher. I owe you a lot.
@knowercoder4 ай бұрын
Awesome tutorial
@Sadjina5 ай бұрын
I love your tutorials! Very well explained, and topics that I have a hard time finding other places on YT.
@winnie86145 ай бұрын
Will it be more performant than loading a texture?
@IsaiahSugar5 ай бұрын
thank you
@thiagof4145 ай бұрын
Thank you!
@ProGaming-kb9io5 ай бұрын
Hope you are doing great! We will be waiting for your return, sir <3