So good. I tried following along but my shape is a lot more voxel like and not smooth like yours why is that? I've tried increasing the resolution of the initial shape but not much of an effect except frame drops.
@@kyphae Adjusting the first pass of blur to be higher helped to smooth mine. Something like 5 passes on the first node, and 8 on the second. Then I had to turn down the multiply just a bit, down to around 5.
@@droojohnson good idea. If I look at the display of the null I can see a sort of pixelation around the reaction diffusion pattern which makes me believe theres somewhere in the chain I can increase the resolution and remove those jagged edges. Imma keep plugging away, I feel like the Feedback T3D top may be limiting it but definitely not sure (it's 2d res vs the "3d" res of the rest of the nodes)
@@kyphae Having the same problem here! feels like ive tried everything but cant get it as smooth as it is in the demo! Please let me know if you find a solution!
Thanks! Be sure to use at least a 16 bit pixel format. And note that I connected the first Blur to the Surface, not the Null at the end of the feedback loop!
Hi, thanks! I think there's a misconception regarding Texture 3D vs POPs. They have a very different purpose and I'd say that they are rather powerful to use together.
just casually dropping a geometry raymarcher that turns 3d texture back into a surface object like its nothing........ sick work seriously.
Such a wild tool, thanks for making this.
works on mac?
Tanks a lot for sharing
Bit of a side question, but how do you get the feedback loop to reset on frame 0?
I have an expression on the parameter that's me.time.frame==1 and a custom shortcut that set to shift+r and sets the timeline to frame 1
@@JosefPelz Thank you so much!
So good. I tried following along but my shape is a lot more voxel like and not smooth like yours why is that? I've tried increasing the resolution of the initial shape but not much of an effect except frame drops.
So far my workaround is adding a blur right before the T3D_surface
@@kyphae Adjusting the first pass of blur to be higher helped to smooth mine. Something like 5 passes on the first node, and 8 on the second. Then I had to turn down the multiply just a bit, down to around 5.
@@droojohnson good idea. If I look at the display of the null I can see a sort of pixelation around the reaction diffusion pattern which makes me believe theres somewhere in the chain I can increase the resolution and remove those jagged edges. Imma keep plugging away, I feel like the Feedback T3D top may be limiting it but definitely not sure (it's 2d res vs the "3d" res of the rest of the nodes)
@@kyphae Having the same problem here! feels like ive tried everything but cant get it as smooth as it is in the demo! Please let me know if you find a solution!
Thanks! Be sure to use at least a 16 bit pixel format. And note that I connected the first Blur to the Surface, not the Null at the end of the feedback loop!
Maestro
Can’t wait to play with this. Is it currently possible to create geometry based on a Texture 3D TOP?
No, that's something that I might work on in the future though
mind blowing work, congrats! I haven't tried them yet, but do u think this will be in some way similar to POPs operators?
Hi, thanks! I think there's a misconception regarding Texture 3D vs POPs. They have a very different purpose and I'd say that they are rather powerful to use together.