Is that one of those dynamic material shader pipeline thingies that exists in pretty much every major engine nowadays? Forgot what they're called but that is what I think of them as. If so that's pretty cool.
It's a dynamic procedural redundant noise transmogrifier. You input noise, it makes sophisticated calculations based on a genetic transpacific quantum mechanical learning algorithm, and then it outputs noise again.
yap yap and yap. all started because I was taking too long to make some interesting noise effects animate by hand, so I figured hey, why not program it. then figured, hey why not program something that makes it easy to make ANY effect like this?
it isn't quite dynamic in that it works on the fly, it actually takes a good few seconds to render half a second of animation at 128 by 128, because gm can't do for loops well.it renders all the frames onto a surface for each node.but I am having fun with it.
the green nodes generate stuff, the red node is the output, the white nodes are dummy nodes that currently just pass the signal through to the next node/nodes in the chain.
currently working on filter nodes that apply an effect, adjustment nodes that take one node in one format and scale up/slow down/whatever to allow missmatched formats to blend, and merge nodes that take multiple inputs and merge them in some way that the user defines (i.e. add frames to eachother, layer them together with a blend mode etc.)nodes can also be minimised and dragged aboutalso thinking about the ability to (at least in the display) create node groups that perform a single input process of tasks from other nodes, but save space and can be dragged about/copied as one. to save performance, a node will only update itself when it detects that the one before it in the chain does. and with a long chain, you can actually watch the updates happening with a little icon to show which node is currently being processed
static
Is that one of those dynamic material shader pipeline thingies that exists in pretty much every major engine nowadays? Forgot what they're called but that is what I think of them as. If so that's pretty cool.
This reminds me of one procedural texture generation software of which name I do not remember right now…
It's a dynamic procedural redundant noise transmogrifier. You input noise, it makes sophisticated calculations based on a genetic transpacific quantum mechanical learning algorithm, and then it outputs noise again.
Modular texture generator in GM?
yap yap and yap. all started because I was taking too long to make some interesting noise effects animate by hand, so I figured hey, why not program it. then figured, hey why not program something that makes it easy to make ANY effect like this?
it isn't quite dynamic in that it works on the fly, it actually takes a good few seconds to render half a second of animation at 128 by 128, because gm can't do for loops well.it renders all the frames onto a surface for each node.but I am having fun with it.Some kind of sine arctangent thingy.
the green nodes generate stuff, the red node is the output, the white nodes are dummy nodes that currently just pass the signal through to the next node/nodes in the chain.
currently working on filter nodes that apply an effect, adjustment nodes that take one node in one format and scale up/slow down/whatever to allow missmatched formats to blend, and merge nodes that take multiple inputs and merge them in some way that the user defines (i.e. add frames to eachother, layer them together with a blend mode etc.)nodes can also be minimised and dragged aboutalso thinking about the ability to (at least in the display) create node groups that perform a single input process of tasks from other nodes, but save space and can be dragged about/copied as one. to save performance, a node will only update itself when it detects that the one before it in the chain does. and with a long chain, you can actually watch the updates happening with a little icon to show which node is currently being processedreminds me of my baby