Day 5 - Sand
Wind-rippled sand in TSL, inspired by the mesmerizing ripples you can lose yourself in when walking on the beach.
#Nodevember#threejs#TSL#WebGPU
Since we now have a node-based system for materials in @threejs through TSL that means it's eligible to the nodevember challenge.
I made my own list, and so for the rest of November I’ll build and share TSL materials based on these prompts.
#nodevember#threejs#tsl#webgpu
Day 4 - Lava
Didn't have much time for this one, so I ported @simonthommes' Blender lava shader to TSL. Had to make some cuts to reach 60fps in the browser.
I found it a few years ago and used it in Blender project, real wizard work 🔥
#Nodevember#threejs#TSL#WebGPU
Day 5 - Sand
Wind-rippled sand in TSL, inspired by the mesmerizing ripples you can lose yourself in when walking on the beach.
#Nodevember#threejs#TSL#WebGPU
@BreezeOg1@simonthommes It's mostly the same node tree but with less noise octaves. I use a simplex instead of Perlin and just use a 3D noise instead of 4D (so no big crust animation). Also the detail noise is skipped under the crust.
Day 4 - Lava
Didn't have much time for this one, so I ported @simonthommes' Blender lava shader to TSL. Had to make some cuts to reach 60fps in the browser.
I found it a few years ago and used it in Blender project, real wizard work 🔥
#Nodevember#threejs#TSL#WebGPU
Day 2 - Planet
The classic procedural planet. I aimed for a greener version of Mars in TSL with drifting clouds and a raymarched atmosphere.
#Nodevember#threejs#TSL#WebGPU
@MabraX There's an exponential damping on velocity combined with a spring term pulling the surface back to the rest position.
And then there's random swells so that it never fully settles.
Always been curious about techniques for relighting 2D images.
A recent creative research gave me the perfect opportunity to dive into some R&D on the subject and explore WebGPU through TSL (Three.js Shading Language).
Here’s the result 👇
#webgpu#tsl#creativedev#threejs
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