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Shader Coding: Feathers in the Wind - Part 2
The Art of Code
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Intermediate. Assumes working knowledge.
8.6K views6 years ago1 recommendation
Graphics and audioRenderingCreative codingGPUs, shaders and CUDA
How to stick procedural feathers onto ray-traced spheres to make them flow in 3D using GLSL.
This is part 2 of the Feathers in the Wind shader coding tutorial. In this part we will stick the feathers onto ray traced spheres to get them flowing around in 3d. Twitter: @The_ArtOfCode Facebook: facebook.com/groups/theartofcode/ Patreon: patreon.com/TheArtOfCode ShaderToy: shadertoy.com/user/BigWIngs PayPal Donation: paypal.me/theartofcode Helpful links: Feathers in the Wind - Part 1: youtu.be/68IFmCCy_AM ShaderToy for absolute beginners: youtu.be/u5HAYVHsasc Simple camera setup: youtu.be/dKA5ZVALOhs Ray-sphere intersection: youtu.be/HFPlKQGChpE Polar coordinates: youtu.be/r1UOB8NVE8I Smoothstep explained: youtu.be/60VoL-F-jIQ Live version: shadertoy.com/view/tljcRW Music: Hammer & Felt by Beneath the MountainWhy it's here
1 person recommends thisWhat people say. Recommended as the second part of a tutorial on procedural shader coding and ray-sphere intersection.