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nmz

@stormoid

Shaders and more.

ID: 422902320

linkhttps://www.stormoid.xyz calendar_today27-11-2011 20:47:29

130 Tweet

3,3K Followers

69 Following

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Single-pass solved, low viscosity fluid simulation (using vorticity confinement), running quickly and in color on shadertoy. shadertoy.com/view/4tGfDW (browser safe)

Single-pass solved, low viscosity fluid simulation (using vorticity confinement), running quickly and in color on shadertoy. shadertoy.com/view/4tGfDW (browser safe)
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Small shader to show off Dual Quadratic Bezier (3D) palettes, I find them easier to parameterize (you can specify actual colors) than sine-base palettes and they evaluate at virtually the same speed. More info: shadertoy.com/view/MlVBDR

Small shader to show off Dual Quadratic Bezier (3D) palettes, I find them easier to parameterize (you can specify actual colors) than sine-base palettes and they evaluate at virtually the same speed. More info: shadertoy.com/view/MlVBDR
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Fast voxel rendering using a sphere-tracing/box intersection hybrid. Also playing around with triangle-wave octaves 3D noise generation and supports arbitrary "voxelization" level. shadertoy.com/view/tdlSR8 #procedural #voxelart

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Fast procedural fluid-like animated 3D noise, allowing for much nicer volumetric shading (should run close to 60fps at 1080p) See in motion: shadertoy.com/view/3l23Rh

Fast procedural fluid-like animated 3D noise, allowing for much nicer volumetric shading (should run close to 60fps at 1080p) See in motion: shadertoy.com/view/3l23Rh
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Shadertoy now has a Discord server! (official announcement incoming) More info (and link): shadertoy.com/view/tljGDh

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Using curl from simple noise to displace texture fetches. The shader is 15 lines of non-obfuscated code (Assuming the noise and 2D gradients are in a texture). shadertoy.com/view/tsXBRH #Shadertoy

Using curl from simple noise to displace texture fetches. The shader is 15 lines of non-obfuscated code (Assuming the noise and 2D gradients are in a texture). shadertoy.com/view/tsXBRH #Shadertoy
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Fluid mimicry and volume/geometry interaction in a fully procedural shader. See in motion: shadertoy.com/view/4dGyRh #shadertoy #ProceduralArt

Fluid mimicry and volume/geometry interaction in a fully procedural shader. See in motion: shadertoy.com/view/4dGyRh  #shadertoy #ProceduralArt
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Clouds, terrain and water surface without the use of textures or hash functions, by using something I call "cyclic noise". Also featuring a new technique for terrain curvature/ambient lighting. See in motion (with code): shadertoy.com/view/wl3czN #procedural #shadertoy #shaders

Clouds, terrain and water surface without the use of textures or hash functions, by using something I call "cyclic noise". Also featuring a new technique for terrain curvature/ambient lighting. See in motion (with code): shadertoy.com/view/wl3czN 
#procedural #shadertoy #shaders
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A "new" fractal type (or subtype). Calling it the "MandelOct". Very similar to a MandelBox but with Octahedral folding instead of Box folding. shadertoy.com/view/wlcfR8

A "new" fractal type (or subtype). Calling it the "MandelOct". Very similar to a MandelBox but with Octahedral folding instead of Box folding. shadertoy.com/view/wlcfR8
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Using 4d rotation/deformation to render somewhat believable, stateless pseudo-smoke in shadertoy shadertoy.com/view/WtdfR8 #shadertoy #shaders

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Couldn't find a simple program with just that functionality. So I wrote/gpted a super simple python program to store up to 11 plaintext clipboards: github.com/nimtz/multiclip

Couldn't find a simple program with just that functionality. So I wrote/gpted a super simple python program to store up to 11 plaintext clipboards: github.com/nimtz/multiclip
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Really happy with this procedural star function, instead of mapping to a sphere, displacing points on a cube's faces to ensure spherical dots and introduce larger patterns. And a somewhat realistic planetary nebula too. shadertoy.com/view/fl2Bzd #shadertoy #procedural

Really happy with this procedural star function, instead of mapping to a sphere, displacing points on a cube's faces to ensure spherical dots and introduce larger patterns. And a somewhat realistic planetary nebula too.
shadertoy.com/view/fl2Bzd
#shadertoy #procedural
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Computing the j-invariant in a shader with fp32 precision is harder than I expected. But exploring those symmetries with shading is fun! In motion: shadertoy.com/view/sdcyW8

Computing the j-invariant in a shader with fp32 precision is harder than I expected. But exploring those symmetries with shading is fun! In motion: shadertoy.com/view/sdcyW8
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Finally found a way of visualizing 4D space in a manner that makes more sense to my brain. Neighboring grid cells are connected on the W axis. shadertoy.com/view/MX3GDX

Finally found a way of visualizing 4D space in a manner that makes more sense to my brain. Neighboring grid cells are connected on the W axis.
shadertoy.com/view/MX3GDX
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Came up with a way of doing somewhat decent hash quality testing directly in shadertoy. By adding up thousands (or millions) or bitplanes and checking for divergence. So far, most of the hashes I've tested fail pretty badly. shadertoy.com/view/sdtczr

Came up with a way of doing somewhat decent hash quality testing directly in shadertoy. By adding up thousands (or millions) or bitplanes and checking for divergence. So far, most of the hashes I've tested fail pretty badly. shadertoy.com/view/sdtczr
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Playing with visualizations of primes numbers (every prime is a wave intersecting y at its multiples) shadertoy.com/view/MXdXDN

Playing with visualizations of primes numbers (every prime is a wave intersecting y at its multiples) shadertoy.com/view/MXdXDN
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I was getting tired of playing where's waldo with kanji components on jisho.org so here's a small python script to find kanji based on English component meanings. Useful if you know most of your components/radicals. github.com/stormoid/fast_… #Kanji #learnjapanese

I was getting tired of playing where's waldo with kanji components on jisho.org so here's a small python script to find kanji based on English component meanings. Useful if you know most of your components/radicals.
github.com/stormoid/fast_…

#Kanji #learnjapanese
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Visualizing (part of) one of the most fascinating mathematical object which happens to live in Euclidean 8-dimensional space (R⁸) in a shader that runs at decent speed is surprisingly hard! shadertoy.com/view/W323Wc #MathArt #shadertoy

Visualizing (part of) one of the most fascinating mathematical object which happens to live in Euclidean 8-dimensional space (R⁸) in a shader that runs at decent speed is surprisingly hard! shadertoy.com/view/W323Wc 
#MathArt #shadertoy