Great video! I miss this kind of content in CZcams. You explain things very well. Love your channel!!! I would love to see something about bloom/glow (post processing) or volumetric effects, like volumetric light in unity. Thanks for this! Helps a lot
I watched about 20 seconds of the coding train, but then I had watch one of your videos to restore sanity. Your way of explaining things should be the standard. It's so straight forward, no matter the complexity.
Nice !!! To be precise if you are inside the koch thingy the normals are opposite…(negative?) so if you want light form up inside you need to make light from down… or just check if rd is inside the sdf or not. I still did not get how to do it ❤❤❤❤❤❤
what a goldmine your videos and teaching style are, I follow you since the beginning and as a technical artist your channel is one of my best kept tools to expand my knowledge, I always wonder what you do for a living, are you a technical artist in videogames? do you teach or have private courses outside of your youtube channel? thanks for another excellent video!
Thanks so much for this, very interesting as usual! When I imagine a 3d Koch fractal I think of iteratively placing pyramids on the centre of the faces of the previous generation of pyramids, rather than boolean'ing extrusions. Anyone tried this?
@@TheArtofCodeIsCool i got how to fix the error, thank You. it was because of texture itself is missing some parameters. You could easily replicate the bug if remove the texture from chanel0
If he has a financial incentive to create these tutorials it's good for everyone. This isn't the same thing as randomly generated apes. It's not a low-effort investment scheme, it's a way to support the work of a coding artist.
This is a test.. I can't give a reply, I've tried 3 times now, and every time it gets destroyed without telling me. Am I using a word I'm not supposed to?
Why can you get away with normalizing via (fragCoord -0.5*iResolution)/iResolution.y? I understand the numerator, but how does it work to just divide by the y component of the resolution to get the desired normalized uvs?
In order to keep the pixel aspect ratio square we need to make sure that both x and y are divided by the same number. You can also divide both by x for a slightly different scale but still square pixels.
@@TheArtofCodeIsCool I think I see, but won't this produce an x component of the uvs which doesnt reach 1 by the edge of the screen if say iResolution.y >>> iResolution.x?
@@pianochannel100 that's exactly what it does. So your frame crop will be different. Sometimes you might want that, in case of a portrait oriented phone screen for instance.
Great video! I miss this kind of content in CZcams. You explain things very well. Love your channel!!!
I would love to see something about bloom/glow (post processing) or volumetric effects, like volumetric light in unity.
Thanks for this! Helps a lot
Its not in Unity, but check out my Alien Orb tutorial to get some ideas about volumetric lighting.
Very cool! The domain repetition adds a lot.
I watched about 20 seconds of the coding train, but then I had watch one of your videos to restore sanity. Your way of explaining things should be the standard. It's so straight forward, no matter the complexity.
wow that bonus was really amazing. thanks for all your videos!!
Really cool stuff!!! 👀
Mesmerising, looks like one of those kids kaleidoscope’s, when it went to infinite field it looked like a an army of tentacled aliens
legend
Love your videos! Would also love to see what you can do with the concept of hyperbolic tilings, specifically the poincare disk model. :)
Hmm yeah, me too! ;)
Very cool! Please do domain repetition video!
Cool idea. Thanks
Great video, thank you
Nice !!! To be precise if you are inside the koch thingy the normals are opposite…(negative?) so if you want light form up inside you need to make light from down… or just check if rd is inside the sdf or not. I still did not get how to do it ❤❤❤❤❤❤
what a goldmine your videos and teaching style are, I follow you since the beginning and as a technical artist your channel is one of my best kept tools to expand my knowledge, I always wonder what you do for a living, are you a technical artist in videogames? do you teach or have private courses outside of your youtube channel? thanks for another excellent video!
Thanks for watching! Yeah I was a tech artist for a major video games company for a while. I currently don't have anything outside of CZcams.
Great as always !
The three Koch curves intersecting would be really interesting if each ones exis is randomly rotating around.
Try it!
😍
Thanks so much for this, very interesting as usual!
When I imagine a 3d Koch fractal I think of iteratively placing pyramids on the centre of the faces of the previous generation of pyramids, rather than boolean'ing extrusions. Anyone tried this?
That is the basic idea, yes. Be sure to check out my original video about it. Link is in the description.
@@TheArtofCodeIsCool да у Ж О ни чё не натЬ 🤣🌐🎸👣🤣🍒👏Мыслите Аз ЛюдиЕ Онъ Вилочки Род ЛюдиЕ
ге бельс те лик и во ва бе с при вла сти бе и да Н А Ш ААА 🤣фамилия Бреж и Нева ро ди на анти хри ста на пра и вой ру чё нке ча сы мол ОТМЕТИНА
Amazing channel! I love the fractals. Can I donate to support the channel?
he has a patreon
@@kdblender8528 thanks!
Good
i copypasted Your code and got this error: 'texture' : no matching overloaded function found
If you are using this outside of shadertoy you probably need texture2d or something like that. Google glsl texture fetch
@@TheArtofCodeIsCool i got how to fix the error, thank You. it was because of texture itself is missing some parameters. You could easily replicate the bug if remove the texture from chanel0
NFT's.. Not you too :'(
If he has a financial incentive to create these tutorials it's good for everyone. This isn't the same thing as randomly generated apes. It's not a low-effort investment scheme, it's a way to support the work of a coding artist.
This is a test.. I can't give a reply, I've tried 3 times now, and every time it gets destroyed without telling me. Am I using a word I'm not supposed to?
Why can you get away with normalizing via (fragCoord -0.5*iResolution)/iResolution.y? I understand the numerator, but how does it work to just divide by the y component of the resolution to get the desired normalized uvs?
In order to keep the pixel aspect ratio square we need to make sure that both x and y are divided by the same number. You can also divide both by x for a slightly different scale but still square pixels.
@@TheArtofCodeIsCool I think I see, but won't this produce an x component of the uvs which doesnt reach 1 by the edge of the screen if say iResolution.y >>> iResolution.x?
@@pianochannel100 that's exactly what it does. So your frame crop will be different. Sometimes you might want that, in case of a portrait oriented phone screen for instance.
@@TheArtofCodeIsCool AH ok! Thanks for answering my questions!