That was a fantastic visual explanation of a shader with nodetoy. Easily the best description I've seen of the effects of normals and how each pass is a per pixel execution. Thank you.
Thank you! It was surprisingly difficult to give words for my thoughts when discussing fragment shaders. It's a complicated topic and 10 minutes felt like too little time even for a brief overview
Wow, you read that so intensely and epically to perfection, totally awesome! I look like a fool with how wide I'm smiling, made me really happy. Thanks again for your invaluable content!
Man.... this is pure fire 🔥. I've been using fresnel shadera for years and never exactly understood how they work. Your explanation was perfect. Thank you so much.
That's really interesting given the complexity of the projects you usually work on, especially the site you made with the refractive crystal, that one was unbelievable!
@@irradiance730 zero proprio ahah Btw wondering one thing, any specific reason you decided to add another mesh rather than use onBeforeCompile on the transmission material? Not a big deal tho but could have save 1 draw call
scusa ho visto solo ora il commento, la tua idea è quella corretta, salvi una draw call e ottieni lo stesso risultato, anzi potenzialmente puoi fare molto di più perchè hai accesso totale allo shader, ed era quello che inizialmente avevo pensato Però vallo a spiegare in un video di 10 minuti, dove fra l'altro in quel modo non avrei avuto la possibilità di usare nodetoy credo, però per video futuri se c'è da editare uno shader già esistente allora in quel caso si assolutamente si va di onBeforeCompile anche perchè è l'unico metodo purtroppo
That was a fantastic visual explanation of a shader with nodetoy. Easily the best description I've seen of the effects of normals and how each pass is a per pixel execution. Thank you.
Thank you! It was surprisingly difficult to give words for my thoughts when discussing fragment shaders. It's a complicated topic and 10 minutes felt like too little time even for a brief overview
Wow, you read that so intensely and epically to perfection, totally awesome! I look like a fool with how wide I'm smiling, made me really happy.
Thanks again for your invaluable content!
ahah the story felt too epic to read it normally 😂
@@irradiance730 😂
Man.... this is pure fire 🔥. I've been using fresnel shadera for years and never exactly understood how they work. Your explanation was perfect. Thank you so much.
That's really interesting given the complexity of the projects you usually work on, especially the site you made with the refractive crystal, that one was unbelievable!
Very well explained. Didn’t know about node toy…. 😍 thank you!
Thank you! I'm happy you liked it!
Damn! This is content I looking for a long time!
thank you su much! :)
Thank you for the video ❤
Really like what you do
My pleasure!
Outfuckingstanding! :)
thank you so much! ❤
R u human 😭😭 u r soo good
Thank you :) 100% human 0% AI
I just realised now you are italian 🇮🇹🇮🇹🇮🇹🇮🇹
L'accento c'è! 😂🇮🇹
@@irradiance730 zero proprio ahah
Btw wondering one thing, any specific reason you decided to add another mesh rather than use onBeforeCompile on the transmission material? Not a big deal tho but could have save 1 draw call
scusa ho visto solo ora il commento, la tua idea è quella corretta, salvi una draw call e ottieni lo stesso risultato, anzi potenzialmente puoi fare molto di più perchè hai accesso totale allo shader, ed era quello che inizialmente avevo pensato
Però vallo a spiegare in un video di 10 minuti, dove fra l'altro in quel modo non avrei avuto la possibilità di usare nodetoy credo, però per video futuri se c'è da editare uno shader già esistente allora in quel caso si assolutamente si va di onBeforeCompile anche perchè è l'unico metodo purtroppo