Texture Bombing

Today, a straightforward implementation of Inigo Quilez’s texture bombing shader. It’s a vop node, so you can easily use it as a building block in a material. I will be doing just that the next time I build an übermaterial.

.hip

.hda

The header image is iq’s “method1”, here is “method2”:

2017_02_07_ee_iqmethod2

and for comparison, regular tiling:

2017_02_07_ee_iqmethodnone

Advertisements

Game of Sensor Life

2017_01_30_sensorlife

I had never used the Sensor VOP family and wanted to do something with them. Here is a “floating point” Game of Life. Every cell creates a sensor panorama of its surroundings, moves to the direction of most neighbors and gets a “strength” value according to how much stuff there is in its vicinity (how much of the solid angle is blocked). If the strength is much or too little the cell loses volume, otherwise it gains volume. If a cell gets too small, it dies; if too big, it divides in two.

.hip

Meteorology (prologue)

Way back I studied meteorology for a few courses, and ever since then I’ve wanted to do something meteorology-related. For a start I wanted to just download some data and get it to show up. I was hoping I could recreate data snapshots from different points in time by just advecting data from a previous timestep. Data here is with 3h intervals. That doesn’t seem to work too well, I suppose there are too many confounding factors (surface geometry, sun’s energy, vertical advection etc). Or, *gasp*, I’m doing something wrong 🙂

Getting good data is a bit of an effort – lots of trawling through archaic-feeling websites..

2017_01_29_meteo

Fun start anyway, I will probably revisit this some other day. This could be taken a lot further..

.hip

data volume snapshots (37M)