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Found 5 results

  1. Hello, I have been thinking about how best to get a scene to render a single frame as photo-realistically as possible without any prior baking etc. I am not necessarily looking for realtime photorealism, but if it take a few mins to render out that would be fine. There are a number of webgl path tracing examples online: https://kantedal.github.io/pathtracer-webgl2/ http://jonathan-olson.com/tesserace/tests/3d.html https://github.com/portsmouth/snelly https://github.com/apbodnar/FSPT http://www.madebyevan.com/webgl-path-tracing/ https://erichlof.
  2. I spend some time in CYOS Editor, nothing crazy some lines and circles til now. I press by accident a button and i was able to change the editor style & more. So, witch button was it? This features should be hidden.
  3. Hi, I noticed that the default vertex shader sets gl_Position using: gl_Position = viewProjection * finalWorld * vec4(position, 1.0); Where mat4 finalWorld = world; I am trying to test out some of the default material shader code using CYOS but all I see is a blank output if I use this.. http://babylonjs.com/cyos/#1JYG69 Could someone explain why this works in the default vertex shader but not in CYOS? What is the difference between this and gl_Position = worldViewProjection * vec4(position, 1.0); ?
  4. Hi I am learning to write shaders and I have noticed that there are a lot of different view spaces and it is not always easy to differentiate and test the output without the ability to rotate the object. It gets more complicated when spaces have to be combined such as bump mapping + environment mapping. For example, in the cell shading demo I notice that the spot light appears to stick to the object and I would want to know if this was because I am orbiting the light source or if it would remain static when I rotated the object alone. Is it possible to rotate the object without orbit
  5. hi, I'm a VJ, I spent the last 2 years in the Cinder C++ framework for creative coding, building my pixel shader app, which uses Spout for texture sharing between apps. I got a fantastic idea to make an extension to it: Adapt CYOS to be a live coding environment for the visuals! It involves several tweaks: as the audience of VJ shows are expecting a fullscreen render of the output, I need to find a way to send the current edited pixel shader to my C++ app (via node.js I guess)each character typed in the editor should trigger a compilation of the shader, without having to press the "Compile
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