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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

16,478 views • 1 year ago •via X (Twitter)

8 Comments

Thomas Hooper's profile picture
Thomas Hooper1 year ago

It's really fun to explore fractals this way

Anima's profile picture
Anima1 year ago

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's profile picture
Jason Knight1 year ago

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 🜲's profile picture
🜲 Nate van der Vis 🜲1 year ago

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

Marcin Ignac's profile picture
Marcin Ignac1 year ago

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's profile picture
Thomas Hooper1 year ago

I cheated and used threejs ;)

Julien Blanchon's profile picture
Julien Blanchon1 year ago

Shader is crashing for me

The 🇵🇸 InEdited's profile picture
The 🇵🇸 InEdited1 year ago

This is actually incredibly cool!

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