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[DEV] FireGon Fuse

Posted: Mon May 03, 2021 1:33 pm
by tida
The FireGon Fuse is a modification of the following Shadertoy
https://www.shadertoy.com/view/4dSfDK

Might be interesting for some Energy Effects in combination with noise driven displacements.
td_FireGon.fuse

Re: [DEV] FireGon Fuse

Posted: Mon May 03, 2021 7:05 pm
by Midgardsormr
If it's possible, it might look better if you were to change the order of operations such that the displacement effects are applied after the scaling.

Very cool-looking, though! Another step toward cloning Saber.

Re: [DEV] FireGon Fuse

Posted: Tue May 04, 2021 3:26 pm
by tida
@Midgardsormr however, just a clue why the noise used by Saber looks so fantastic. The shear at the interface is just one element to get a more organic feeling. Would be nice if this would work with a spline curve or with your Tapered Shapes fuse.
It's also interesting to combine it with the SpiralConvolution Fuse and use the Erode/Dilate-based masking functionality.

Re: [DEV] FireGon Fuse

Posted: Wed May 05, 2021 10:01 am
by tida
Did rearrange Sliders as suggested. There is also an additional Bending Slider which enables you to transform the shapes to orbitals or stars.
td_FireGon.fuse
FireGonV02.PNG
FireGonV02_Star.PNG

Re: [DEV] FireGon Fuse

Posted: Wed May 05, 2021 2:43 pm
by Millolab
@tida that actually looks awesome! :)
sorry if it's a dumb question: would it be possible to input custom shapes/Alphas?

Re: [DEV] FireGon Fuse

Posted: Thu May 06, 2021 12:42 am
by tida
@Millolab I would love to let it drive by a custom input like text or polylines etc. The noise pattern comes from the vector math itself which creates the shape and I'm just happy that I found a way to come from a sphere to some sort of shape algorithm. The trick of displaying the original shader as a sphere is for example to convert from cartesian coordinates to polar coordinates.

The 1:1 translation from Shadertoy WebGl to DCTL just took 30 minutes; to find out how to give 80% life by sliders another 2 hours. The rest of the 20% is work of trial and error and apply math fragments developed by some very smart guys like here: