I get a solid 60fps on my phone. The resolution in portrait mode is 760 x 260. It could be due to your monitor resolution, webgl settings, lack of acceleration or some other bottleneck.
What? How did you get it to work on mobile? I just see a black rectangle. This has been my only experience with shadertoy links on iOS for years across various different iOS devices.
Well, I'm on a laptop (Carbon X1) with IntelHD Graphics 620 and Firefox 70 on Ubuntu and getting 30 FPS with some 35-ish peaks, so probably something is wrong on your end.
well, actually its a self advection based on rotations only (and therefore automatically divergence free). so there's actually no explicit navier stokes equations or pressure/tension physics involved (implicitly one could argue though...).
I can't view it right now because of my old hardware. A YouTube search for "molten bismuth shader" turns up only real molten bismuth videos. Has anyone a link to a video?
The implementation very different from other fluid simulations I've seen, copying the comments from the source:
// single pass CFD - with some self consistency fixes
// ...the actual fluid simulation
// this is some "computational flockarooid dynamics" ;)
// the self-advection is done purely rotational on all scales.
// therefore i dont need any divergence-free velocity field.
// with stochastic sampling i get the proper "mean values" of rotations
// over time for higher order scales.
//
// try changing "RotNum" for different accuracies of rotation calculation
// for even RotNum uncomment the line #define SUPPORT_EVEN_ROTNUM
What? How did you get it to work on mobile? I just see a black rectangle. This has been my only experience with shadertoy links on iOS for years, across various different iOS devices.
Since we don't get much Shadertoy content here, I'll point out that, while this is really cool, there have been some much crazier fluid simulations on Shadertoy.
And the most insanely weird ones are hands down those by wyatt. They're often conceptual intersections between fluid, particle and wave. It's gotten so weird I have a hard time using words to describe them at this point. For example:
The wyatt ones look extremely biological to me. Communication and Grouping is slime mold aggregation seen through a phase or differential interference contrast microscope. Branching Paths is some sort of slime mold or fungus colony growth. Fluid Mosaic is epithelial morphogenesis.
While I was playing with it I wondered whether I could somehow make it into a line wallpaper, but then I discovered that there is an app version in the Play Store that has that exact feature.
I've got Prince of Darkness, The Void, Mandy, and the soon to come Color out of Space on my watch list. I'm pretty sure I've seen most of the rest high quality stuff. Annihilation, etc...
Works well for me in Firefox Preview on Android (the rewrite that will eventually replace standard Firefox for Android, which I think is in maintenance-mode now).
You're supposed to issue the warning even if you don't use tracking cookies, aren't you? My understanding is that any persistent storage at all is enough to trigger the requirement.
I've read that if cookies are stickly required for your app to work (e.g. keeping a login session), there is no need for the popup (Until you start adding tracking).
Right. Many people who put up those notices don’t need them, and in doing so unfortunately sour public perception for the law. It’s actually not as stupidly written as people think it is.
I attended a game development program at the college I went to and we had pretty nifty computer graphics classes. Basically you learn how graphics work on a computer first. There's a lot of tutorials out there and some pretty easy to learn frameworks for graphics programming. From then on it depends on what you want to achieve, but basically you'll have to learn and understand a lot of physics and then translate that into code.
I don't know if this is even remotely the answer you were looking for. But if you're interested in computer graphics give it a shot! It's super fun and a good way to learn all kinds of new stuff.
EDIT: Just to not leave you without any references at all, here's a link to openframeworks, which I used to implement my first exercises in CG:
I've just launched RenderToy https://www.rendertoy.com into beta, which captures websites to animation/HD video. Let me know if you would like to join the RenderToy beta, or subscribe to hear when we launch.
So if your hardware can't the view shader in the main link, here it is:
I did something similar a while back, except it was ShaderToy specific and batch rendered them one frame at a time at 4k (occasionally running in to the 5 second frame limit nVidia cripples its non pro cards with), which I then downscaled in to 1080p 60fps.
Your renders seem pretty smooth but not perfect by my eye (which may be the capture, the shaders or my playback hardware). Are you doing it in real time with a beefy GPU, or using some kind of secret sauce to do general purpose batch rendering?
>> I did something similar a while back, except it was ShaderToy specific
RenderToy captures any website to video - let me know if you'd like to try it out - I need beta testers.
>> Your renders seem pretty smooth but not perfect by my eye
Are you looking at the YouTube or the MP4 - the MP4 videos will be of higher quality than the YouTube. YouTube videos have many factors out of my control that might degrade the quality. RenderToy also outputs (very large) lossless videos you can play with the downcompression yourself to optimise.
There's lots of factors when capturing/rendering video that can influence the quality and lots of animation simply isn't very suitable to compression. Optimal YouTube video comes from uploading the lossless video capture so double compression is avoided but those files are around 500MB to 1GB depending on factors.
>>Are you doing it in real time
Yes RenderToy is pretty close to real time - it has a real time preview mode and a slightly slower high resolution capture mode.
By smooth I'm referring to a 60fps capture, rather than the compression artifacts. I did download one of the videos to check. It looks very smooth for real time, but not quite perfect.
Naturally most of the stuff I linked to, doesn't use necessarily GLSL ES, however it is relatively easy to translate the concepts and ideas into it, given how most shading languages happen to be either a C or C++ based dialect.
If this was some meditative game of sorts (optionally multiplayer) on my phone I would play it for ages (not sure about the mechanics yet, but I already spend 5 minutes just fiddling with it in my browser). Truly mesmerizing, cool stuff!
75 comments
[ 3.0 ms ] story [ 131 ms ] threadI get around 2 fps on that shader. Less on others. I have a GTX 1660. Definitely not top of the line but it's in the latest generation of video cards.
I get 18fps windowed.
It is beautiful btw.
edit: https://www.shadertoy.com/view/Ms2SD1 12 fps on this one, same resolution
Edit: Im WRONG! You CAN record!
Here you go
https://streamable.com/bnn16
Wow so smooth and beautiful fullscreen, this effect should be everyone's new homepage wallpaper.
These linear ruptures when dragging are border conditions of differential equations?
There was a similar more colorful demo some months ago, someone has the link?
The implementation very different from other fluid simulations I've seen, copying the comments from the source:
The most insanely fast fluid sim I've seen there is the one by nimitz: Chimera's Breath https://www.shadertoy.com/view/4tGfDW
And the most insanely weird ones are hands down those by wyatt. They're often conceptual intersections between fluid, particle and wave. It's gotten so weird I have a hard time using words to describe them at this point. For example:
Communication and Grouping - https://www.shadertoy.com/view/wtSSDm
Branching Paths - https://www.shadertoy.com/view/ts33DS
Fluid Mosaic - https://www.shadertoy.com/view/MlVfDR
It is even more amazing on mobile with multi-touch, I think you can find it in the app store.
That makes me curious: where would I go for more? /r/shadertoy is invite-only, and I'm not sure it's what I want?
EDIT: there's a Twitter feed: https://twitter.com/shadertoy
I've got Prince of Darkness, The Void, Mandy, and the soon to come Color out of Space on my watch list. I'm pretty sure I've seen most of the rest high quality stuff. Annihilation, etc...
Does that include logging an IP address?
I don't know if this is even remotely the answer you were looking for. But if you're interested in computer graphics give it a shot! It's super fun and a good way to learn all kinds of new stuff.
EDIT: Just to not leave you without any references at all, here's a link to openframeworks, which I used to implement my first exercises in CG:
https://openframeworks.cc/download/
So if your hardware can't the view shader in the main link, here it is:
Molten Bismuth Shader
YouTube: https://www.youtube.com/watch?v=9OE6IrV-kMk MP4 download: https://zone000.previews.rendertoy.com/video/mp4/805fc41be0b...
Your renders seem pretty smooth but not perfect by my eye (which may be the capture, the shaders or my playback hardware). Are you doing it in real time with a beefy GPU, or using some kind of secret sauce to do general purpose batch rendering?
https://www.youtube.com/watch?v=8ErtbHTvRgo
https://www.youtube.com/watch?v=o-D0N_7s0OQ
https://www.youtube.com/watch?v=7zjuA4zx8J8
RenderToy captures any website to video - let me know if you'd like to try it out - I need beta testers.
>> Your renders seem pretty smooth but not perfect by my eye
Are you looking at the YouTube or the MP4 - the MP4 videos will be of higher quality than the YouTube. YouTube videos have many factors out of my control that might degrade the quality. RenderToy also outputs (very large) lossless videos you can play with the downcompression yourself to optimise.
There's lots of factors when capturing/rendering video that can influence the quality and lots of animation simply isn't very suitable to compression. Optimal YouTube video comes from uploading the lossless video capture so double compression is avoided but those files are around 500MB to 1GB depending on factors.
>>Are you doing it in real time
Yes RenderToy is pretty close to real time - it has a real time preview mode and a slightly slower high resolution capture mode.
https://www.youtube.com/watch?v=Y041xO6Xdb8
I had a stern word to the hamsters at the back end who turn the wheels that do the rendering and I told them to run faster.
My favorite book on the topic is https://thebookofshaders.com/ (free) and I'd highly recommend you mess around with it
Blender and Unity also have a graphical language to do shaders which are really fun to mess around with.
https://www.amazon.com/OpenGL-Shading-Language-Cookbook-high...
https://www.amazon.de/Graphics-Shaders-Practice-Michael-Bail...
https://www.amazon.de/Real-Time-Rendering-Fourth-Tomas-Akeni...
https://www.amazon.de/Physically-Based-Rendering-Theory-Impl...
Or grab some online content instead,
http://www.pbr-book.org/
https://developer.nvidia.com/gpugems/GPUGems/gpugems_pref01....
https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_insid...
https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_pref0...
https://developer.download.nvidia.com/CgTutorial/cg_tutorial...
Naturally most of the stuff I linked to, doesn't use necessarily GLSL ES, however it is relatively easy to translate the concepts and ideas into it, given how most shading languages happen to be either a C or C++ based dialect.
I'm getting compilation failures on load: