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One of the tedious aspects of modeling SDFs with raw shader code is adjusting the position of objects, so I'm adding transform gizmos into my tool They write changes directly to the shader on disk, so I don't need an external object hierarchy

16,428 görüntüleme • 1 yıl önce •via X (Twitter)

8 Yorum

Thomas Hooper profil fotoğrafı
Thomas Hooper1 yıl önce

It's really fun to explore fractals this way

Anima profil fotoğrafı
Anima1 yıl önce

Transform your @figma designs into production-ready @shadcn components with Anima. Streamline your workflow, maintain design consistency, and generate Tailwind-based code effortlessly.✨

Jason Knight profil fotoğrafı
Jason Knight1 yıl önce

A cool idea in a similar project was to make the 'selected' shape use uniforms instead of hardcoded values so the shader doesnt need to be recompiled when the selected shape moves.

🜲 Nate van der Vis 🜲 profil fotoğrafı
🜲 Nate van der Vis 🜲1 yıl önce

SDFs have been one of the harder things to wrap my head around in the shader world. Probably just needs more practice.

Marcin Ignac profil fotoğrafı
Marcin Ignac1 yıl önce

Any battle stories about how did you go about gizmo programming? I'm resisting to add it to our toolkit but I can do that only for so long..

Thomas Hooper profil fotoğrafı
Thomas Hooper1 yıl önce

I cheated and used threejs ;)

Julien Blanchon profil fotoğrafı
Julien Blanchon1 yıl önce

Shader is crashing for me

The 🇵🇸 InEdited profil fotoğrafı
The 🇵🇸 InEdited1 yıl önce

This is actually incredibly cool!

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