Delicious Max 8 Tutorial 6: Smoothstep Operator

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  • Опубліковано 9 січ 2025

КОМЕНТАРІ • 15

  • @cjxyz
    @cjxyz 6 років тому +16

    Most uploads in a single year

  • @aestheticcandy
    @aestheticcandy 6 років тому +13

    2019: the year our good buddy Sam made everything all right

    • @dude837
      @dude837  6 років тому +1

      just channeling your alien influence

  • @mattkaz9604
    @mattkaz9604 6 років тому

    Shader coding twists my tiny mind, but this actually makes a bit of sense. Big thanks.

  • @seand4138
    @seand4138 6 років тому

    Wowzas, you are killing it mate, keep em coming!

  • @andres-quezada
    @andres-quezada 6 років тому +1

    i refuse to believe this. thank you my gudbuddysam

  • @lichisancheleganta9046
    @lichisancheleganta9046 6 років тому

    I believe it is Samuary - oh joy!

  • @Nimbin
    @Nimbin 6 років тому

    are we getting one more today? :)

  • @Hmmmmmnmmmmmmmmmmmmmmmm
    @Hmmmmmnmmmmmmmmmmmmmmmm 6 років тому

    Can u pls make some more gen~ videos, last one was pretty amazing!

    • @dude837
      @dude837  6 років тому +1

      I can and I will.

  • @alvarobyrne
    @alvarobyrne 6 років тому

    I've seen another method used: not computing much things in the vertex shader, for example instead of computing radius in the vertex shader pass gl_Vertex as a varying to fp and compute the radius there. The same for V: pass gl_Position to fp and compute V there. I don't know why this would be better, just saying.

    • @dude837
      @dude837  6 років тому

      That might end up being better, for reasons to do with interpolation? I'm not sure exactly. But yeah, that's a good point, you could do it that way as well. Maybe it ends up looking a little smoother, but I suppose also it's a bit more computation.

    • @alvarobyrne
      @alvarobyrne 6 років тому

      @@dude837 Ah. I now come up with a reason: you might use/mix/steal shadertoy (and similar) shaders more easily. Dare to ask : Why a bit more computation?

    • @dude837
      @dude837  6 років тому +1

      @@alvarobyrne I could be wrong, but because then you're doing distance computations per-pixel rather than per-vertex? It probably wouldn't matter, and it might even look nicer. But yeah.

  • @roebindefreitas7972
    @roebindefreitas7972 6 років тому

    I suspect you want to outnumber Baz's PAD series and I applaud you for it!