Video yükleniyor...

Video Yüklenemedi

Ana Sayfaya Dön

Introducing Radiant: 80+ production-ready shaders and visual effects for the web. 0 dependencies, MIT license. - multiple color themes - ultra-realistic simulations - webgl and 2d canvas Pick one, copy source, integrate, ship.

143,927 görüntüleme • 5 ay önce •via X (Twitter)

0 Yorum

Yorum bulunmuyor

Orijinal gönderinin yorumları burada görünecek

Benzer Videolar

A single system glitch turned Midtown into complete chaos. As a rogue construction mech tears through the city, Web Ranger races against time to save civilians, not by overpowering it, but by outthinking it with precision web tactics and an epic FLOVA containment network. Every swing, every web anchor, and every cinematic moment was made with FlovaAI while using Script-Driven Skill. #Flovaai #Flovacpp Prompt: COLLAPSE AT MIDTOWN" (45s) Model: Seedance 2.0 Style: Realistic cinematic superhero action, dynamic camera, no music, sound effects only. Character Lock: Web Ranger remains identical in every shot. He cannot fly—all movement is through visible web swings and anchor points. White webs with glowing teal energy. The Colossus is a 15-foot malfunctioning construction mech. PART 1 (0:00–0:15) — Malfunction & Rescue Cut 1 (0:00–0:05) Wide shot of a Times Square-style construction zone. The Colossus glitches and accidentally knocks scaffolding toward a little girl. Web Ranger catches the falling beam with glowing web strands and appears perched on a traffic light. Cut 2 (0:05–0:10) Web Ranger swings between lamp posts and cranes, redirecting the mech's wild arm away from a crowded bus and into empty scaffolding. He continues dodging debris using rapid web pulls. Cut 3 (0:10–0:15) The mech stumbles toward a subway entrance. Web Ranger yanks a construction barrier into its path, diverting it away from fleeing civilians before landing on a taxi roof, ready for the next move. PART 2 (0:15–0:30) — Containment Cut 4 (0:15–0:20) The Colossus unleashes chaotic swings and heavy steps. Web Ranger evades every near miss, using billboard and crane anchors to swing through collapsing debris. Cut 5 (0:20–0:25) Web Ranger throws web-linked shuriken that ricochet across lamp posts, scaffolding, cranes, and billboards, creating glowing anchor points throughout the intersection. Cut 6 (0:25–0:30) The web network rapidly tightens into a giant FLOVA-shaped structure, stabilizing the malfunctioning mech. As several strands begin to fray, Web Ranger reinforces them from a high billboard anchor. PART 3 (0:30–0:45) — Shutdown Cut 7 (0:30–0:35) Standing atop the FLOVA web structure, Web Ranger sends teal energy through the web network, shutting down the Colossus as its amber lights fade. Cut 8 (0:35–0:40) The rescued girl and civilians emerge safely from cover, watching the stabilized mech with relief while emergency vehicles approach. Cut 9 (0:40–0:45) Epic crane pull-back reveals the entire intersection: the dormant Colossus suspended in the giant FLOVA web formation, Web Ranger perched above in a heroic final pose. Fade out.

Shami

32,826 görüntüleme • 2 ay önce

I built a Three.js rendering study inspired by Tiny Glade’s painterly aesthetic, and got it running at 120fps in the browser. Over the past few weeks, I’ve been studying how stylized games achieve that soft, handcrafted look in real time. Tiny Glade was a huge inspiration, and I wanted to use the browser as a constraint: no compute shaders, no native GPU access, and single-threaded JavaScript. As part of this study, I implemented: - GPU-driven instanced brick walls with procedural noise jitter and elastic build animations - Tree, bush, and flower rendering with billboard card expansion, wind sway, and grow animations - Procedural grass with terrain conformance and interactive push deformation - Animated water with layered noise, interactive ripples, and Fresnel-based reflections - Procedural terrain with slope-aware triplanar materials, dirt paths, and rocks - A 7-pass post-processing stack with TAA, bloom, depth of field, painterly filtering, ACES tonemapping, 3D LUT color grading, and film grain The hardest part wasn’t writing any single shader. It was making all of these systems work together at high frame rates inside WebGL, where every millisecond counts and performance problems compound quickly across animation, materials, post-processing, and scene management. Some techniques in this study were inspired by analyzing Tiny Glade’s rendering approach, while others were original implementations built from scratch from visual reference. That contrast taught me a lot: recreating an effect is one challenge, but designing your own shaders and systems to achieve a similar feel is a very different one. This is a private educational rendering study. Some temporary placeholder content is being used during the research phase, and any public or production version would use original or properly licensed assets. Huge credit to Pounce Light for the incredible art direction and rendering work in Tiny Glade: Three.js #gamedev #webgl #threejs #rendering #graphics #realtimerendering #shaderdev

Ibrahim Boona

58,625 görüntüleme • 5 ay önce

POV: she caught the ball… then scored the goal Made with GPT Image 2 & Seedance on TapNow Prompt: Ultra-realistic FIFA World Cup Final live broadcast at a massive floodlit stadium at night. Use the uploaded image ONLY as inspiration for stadium atmosphere, crowd density, sports broadcast framing, cinematic lighting, and telephoto camera style. Visual style: authentic FIFA World Cup television broadcast with live scorebug, running match clock, LIVE indicator, sports ticker, subtle TV grain, slight chromatic aberration, HD compression artifacts, LED stadium reflections, realistic crowd atmosphere. Multiple 400mm–600mm telephoto broadcast cameras with extreme telephoto compression, creamy cinematic bokeh, flattened background depth, razor-thin depth of field, slow telephoto push-ins, and realistic handheld sports-broadcast motion. 0:00–0:04 — The woman sits beside her boyfriend near the front-row pitch barrier, laughing and talking naturally while stadium chants echo around them. Wind softly moves her balayage lob haircut beneath the floodlights. Crowd heavily compressed into creamy telephoto bokeh. 0:04–0:07 — A football suddenly deflects toward the crowd at high speed. Nearby fans react in shock. She instantly notices the incoming ball. 0:07–0:10 — She catches the football smoothly while seated near the barrier. Her boyfriend reacts with disbelief and excitement. Crowd gasps while commentators shout realistically: “WHAT A CATCH!” 0:10–0:15 — She confidently climbs over the advertising barrier and lands elegantly onto the pitch. Broadcast cameras quickly follow her movement like a real live FIFA production. She begins lightly dribbling as crowd intensity rises. 0:15–0:19 — She dribbles forward with realistic professional football control. A defender rushes toward her. She performs a sleek body feint and smoothly dodges him while grass particles rise naturally beneath her cleats. 0:19–0:23 — Dynamic live broadcast cuts as she performs realistic football skills: step-over, nutmeg, heel-tap direction change, quick acceleration burst. Players react with surprise while realism remains grounded. 0:23–0:27 — She enters the penalty area. Goalkeeper charges forward. She fakes a shot, shifts left elegantly, and curls the football beautifully into the top corner. Net ripples realistically as the stadium explodes. 0:27–0:30 — Heroic broadcast close-up. Entire stadium erupts. Her boyfriend celebrates wildly from the stands. She laughs breathlessly near the goal while cameras surround her under dramatic floodlights. Final slow telephoto push-in toward her smiling face. Audio throughout: realistic football crowd chants, whistles, commentators, player shouts, cleats on grass, football impact sounds, natural British dialogue, crowd explosions after the goal, authentic live sports broadcast energy.

Shami

12,458 görüntüleme • 3 ay önce