- Видео 11
- Просмотров 262 956
Yusef28
Добавлен 29 окт 2021
This channel is where I will share my programming tutorials, projects, experiments, and discoveries with the world.
I Tried Making a Real-Time Painterly Renderer, Van Gogh Style
In this video I introduce my painterly shader based on Van Gogh's painting style. I explain in depth how I tried to recreate his style using GLSL and an understanding of him as an artist. Then I try to run the effect on some games (Combat Master, Batman Arkham City, Life is Strange) using reshade.
References:
11-11 Memories retold gdc talk:
ruclips.net/video/Md8l_GK9Sfg/видео.html
Turning 3D Models into Masterpieces: A Blender Tutorial
ruclips.net/video/6uaJ0L4E390/видео.html
The Dan Keeper (10 year old animated film based on the animated book)
ruclips.net/video/mTd3J1GFC5M/видео.html
Gris
store.steampowered.com/app/683320/GRIS/
💪 Join my Patreon for code and behind the scenes posts: patreon.com/...
References:
11-11 Memories retold gdc talk:
ruclips.net/video/Md8l_GK9Sfg/видео.html
Turning 3D Models into Masterpieces: A Blender Tutorial
ruclips.net/video/6uaJ0L4E390/видео.html
The Dan Keeper (10 year old animated film based on the animated book)
ruclips.net/video/mTd3J1GFC5M/видео.html
Gris
store.steampowered.com/app/683320/GRIS/
💪 Join my Patreon for code and behind the scenes posts: patreon.com/...
Просмотров: 9 096
Видео
I Tried Pixel Sorting, but in a Falling Sand Game
Просмотров 99 тыс.Месяц назад
In this video I start by describing the odd-even sort which can be used for pixel sorting. Then I detail how I wrote a pixel sorter in a fragment shader using the code of my GPU falling sand game from a previous video. After that I show some of the coolest things I was able to do with it. The source code for the foundation of this project is available for supporters on my patreon under the "sou...
Bad Apple but it's a Falling Sand Simulation
Просмотров 51 тыс.2 месяца назад
I tried rendering Bad Apple in a fragment shader that simulates falling sand. Falling sand is a cellular automata (like conway's Game of Life) which simulates sand falling and toppling off of other sand. If you would like to learn how I wrote a falling sand game in a fragment shader and see a bunch of other crazy things I did with it here is a more in depth video: ruclips.net/video/8Tf18MMZ-5U/...
I Made Falling Sand Games in a Fragment Shader
Просмотров 39 тыс.2 месяца назад
Most popular falling sand games like Noita do falling sand simulations on the CPU. For the last few weeks though I've been experimenting with writing falling sand simulations that run instead in a fragment shader which uses the GPU. In this video I’ll show you how this is even possible and some of the insane things I was able to make with it. Link to Paper (Probabilistic Cellular Automata for G...
I Made the WEIRDEST ASCII Renderer...ever.
Просмотров 58 тыс.3 месяца назад
What becomes possible when you make an ascii renderer were the characters can move around? ASCII rendering techniques come in a variety of flavors and have many different creative uses. Beyond Logos, and stylized headers, Entire games like Dwarf fortress and more recently Stone Story were rendered completely in ASCII characters. ASCII art has been incorporated into hollywood movies like the mat...
Voronoi Edges Explained Part 2
Просмотров 4 тыс.4 месяца назад
If you already understand the basic voronoi algorithm you can start here. Part one explains why I dont use fract(). Otherwise feel free to check out part 1: ruclips.net/video/g2bILAVIIvM/видео.html In this video: More vector diagrams and code for the voronoi edges algorithm. I discuss other versions you might find and explain why although they might seem different on the surface, algebraicly th...
Voronoi Edges Explained (why you don't need fract)
Просмотров 12 тыс.5 месяцев назад
If you know about the procedural voronoi algorithm or even use it but still feel like it's not completely clear what is happening, this video is for you. In part 1 of this two part tutorial series I will reveal what the voronoi algorithm is REALLY doing using intuitive diagrams, vector math, and code. Then in part two of this tutorial we'll go a step further and learn how the voronoi edges algo...
La Fiesta - Animated Abstract Fractal Background Video 1080p
Просмотров 5287 месяцев назад
This was coded in GLSL on shadertoy.com and exported using the Shader Exported from github. You can view the endless live running example on Shadertoy: www.shadertoy.com/view/4fyXzW If you have any questions feel free to ask in the comments. If I get enough questions on the same topic I'll make a tutorial.
The Great Gatsby - Animated Abstract Fractal Background Video (1080p)
Просмотров 8069 месяцев назад
This was coded in GLSL on shadertoy.com and exported using the Shader Exported from github. You can view the endless live running example on Shadertoy: www.shadertoy.com/view/lXXSz7 If you have any questions feel free to ask in the comments. If I get enough questions on the same topic I'll make a tutorial.
How to add a shader to game maker studio 2!
Просмотров 1942 года назад
How to add a shader to game maker studio 2!
How To Create Lithophane STL Files Using "Phane" the web app.
Просмотров 2102 года назад
Welcome to my tutorial on how to create lithphanes using the online tool "phane". Phane is a web app I am currently developing so constructive feedback is welcome and I will try to respond to every comment on this video. If you haven't already, you can try out this web app online at phane.pythonanywhere.com/create. This video is a quick demonstration of the usage of Phane for the creation of a ...
This is really really cool, i feel like having the effect change like maybe as you lose health it removes the detailed strokes would be potentially interesting
My gawd, my man can’t stop cooking fire. 🔥🔥🔥
This is insane!
I would love to use this shader! Is there any way you could upload it to github? Or do you want to perfect it more?
There are colour 3d printers that are used to produce copies of paintings, so that even the texture of the paint is replicated stroke by stroke, and apparently these copies are almost indistinguishable from the real thing. If you got hold of one of these printers, you could generate paintings in real life!
one thing i'd like to try is drawing broad strokes forst in areas that have recently moved so camera movements are filled quicker
This is CRAZY GOOD!!
The only thing I don't like is how every brush stroke is the same banana shape. You can see in VanGogh's paintings he's using strokes to describe how the surface "flows". Maybe grab normal maps of a scene and transform strokes based on the way the normals face? Also, it seems to me that this shouldn't be a screenspace effect, but a worldspace effect. Just like in 11-11 each stroke should have its place within the world to make it feel like a painting - I know it's impossible to do just through shaders, but it's a food for thought, maybe it isn't impossible.
I agree with all of this. I need to work on that in reshade for the next iteration!
I think the effect would be totally complete if you were able to separate the foreground and background objects, as a key feature of Van Gogh's paintings is that he uses different strokes between the two
I agree, the next iteration needs to focus on variety between layers based on either depth or some other way to decide on background/foreground.
As a painter, i find this very cool! It works especially well as a transition effect at times when the whole scene is changing, like here 10:54.
Thanks, I'm glad people like how the painting handles cuts and transitions!
I really think it would be cool if each stroke instead of just popping into existence were to be drawn out as if it were being painted by an invisible brush. that would really help with the fluidity of the shader.
Yes this is one thing I want to try in the next iteration since I'm pretty sure I know how I would do it!
@Yusef28 that's so cool, I can't wait to see it.
Looks great. I'm just wondering if there would be any way to make it more stables, more like a shifting painting instead a constant repaint, if that makes sense
Yes there is and hopefully I'll explore that the next time I work on this
@@Yusef28 nice : )
Can you share the shadertoy final code. It looks great!
I will release it on patreon under the "source code" tier ($15 CAD / Month) with the MIT licence. I may also release a version on shadertoy under the standard shadertoy licence.
This is super inspiring and aspirational to a newb, thanks for sharing!
You’re pushing it forward. Great stuff. Is it possible to use this technique for a detailed engraving too? It was usually a shape based too, curving the lines around objects.
I feel like it could but I wonder if an actual raymarched version would work better in that case.
You've got the strokes themselves to look really cool, the impasto effect is really striking, but I think the stroke direction fonction needs work still, though I cannot imagine how you'd handle that: the strokes with wan Gogh and in painting in general follow form, which is a big part of how stylized paintings can be as legible as they are, whereas this shader still has a fair bit of randomness. It wouldn't work for all details that would need to follow contours, but I wonder if you could use flow maps in some fashion. I also think it would look more legible with fewer strokes per frame, mostly by making low detail areas with broader ones, and possibly some with less impasto. like your shirt should look like a near flat color but are treated with a high density of small paint strokes.
This is a good observation. I know with reshade I can generate a 3d normal map which would lead to more consistent direction information. For 2d there is flow maps and someone else suggested checking neighboring angles. So I'm thinking let cells closest to edges have the strongest angle signal and somehow cascade that signal everywhere else. Good suggestions on the detail and impasto. I'd like to make those ui controllable.
Cant find the falling sand cofe pls link
It's on my patreon under the source code tier which is $15 CAD / Month
Awesome video man, keep it up!
Spatial frequency based on fourier decomposition could also help with determining the 'level' of detail for a particular area of an image, but I'm not sure how that could affect the performance of the algorithm.
FFT might be viable, maybe even in one of the reduced images, if that doesn't defeat the purpose
Thanks for mentioning this, I didn't know that but I'll look into it the next time I work on this!
Wow, that's a super interesting project. Thanks for sharing.
So cool 🔥✨
Extremely cool!
you should try to add dithering, i think that would make it look like van gogh even more
Dithering is a great idea actually!
looking through the footage, from what i can tell, i think you can greatly enhance your accuracy and image readability by adding outlining around objects? van gogh uses them from time to time, and in works that doesn't, he still does have some form of them when trying to imply a sharp edge or contrast it's not really as simple as just a single color outline, and i'm not really a graphics programmer, so i wouldn't really know how hard this would be to implement, but i think if you ever wanna try this idea again that could be a neat addition!
yup I plan to come back to this. Good intuition though that it's not as easy as a single color outline. I tried that and somehow it's like it broke th eillusion of being painted. Maybe it was too accurate somehow.
Suuuper interesting! Many cool ideas along the way you could dive into, even just the first circle experiments were really interesting.
The results are incredible!
I fucking love this. Holy
Time to test if it works with OBS without it crashing! Absolutely stunning effect and it works so nicely With calm an More relaxing games
Oh yeah obs is on the list for sure!
This is such an awesome channel. Keep up this quality and you're going to blow up for sure!
6:33 first thought that came to my mind was that it was beautiful
Great I'm glad to hear it!
really cool this, would really like a coming back to video in half a year
I hope to do that, if not sooner!
I feel like a bunch of musicians would love this for their videos as well as game devs.
so beautiful and impressive. i wish youtube didnt compress it to shit
You are underrated
Absolute insanity!!! On your next iteration I'd love to see what it looks like if u vary the stroke length and curvature, too! Wonderful work, good stuff ^_^
Thanks and great suggestions!
Would it not be possible to isolate the HUD and draw that on its own layer? You would be cheating by drawing under it when moving the camera or charging the scene, but it would be easier to create purposeful detail without worrying about decreasing the size for surrounding strokes. Downside is you'd need a way to wipe them away since they'd otherwise block the screen perpetually.
Aparently there is an actual REST plugin for reshade that lets shaders ignore ui, it might be doing what you say behind the scenes. Another commenter just suggested it.
Yummy compression
this looks great. It might make sense to try to use some feature extractor /object detector to highlight particularly important features though, For instance, focus more on getting the right shape of eyes. Make it generally stick to features that are salient specifically to humans, basically In the context of games might also have access to depth and normals to further improve clarity
This is a great suggestion, I'm adding it to the list!
Looks awesome. If stokes gets smaller areas where original video pixels stays static. This may help make texts and menus readable.
That's a idea but some menus like life is strange actualy have text that moves. However, another commenter actually mentioned there is a REST plugin for reshade that lets shaders ignore ui and menus
Will you be releasing this as a reshade? I would be willing to pay
Yes I'm planning to at least make it available on my patreon at least. I'll post in the community tab here and there with updates on that. Also I'm curious is there a specific game you want to use it on?
@Yusef28 Very excited! I definitely want to try it on San Andreas
So cool
Very cool shader. Just a quick tipp: The next time you use reshade with on of your shader, you can use the REST plugin so that your shader doesnt affect UI or Text (or other parts). Would make LIS a better experience.
Thanks for mentioning this, I had no idea it existed!
Hell yeah, thank you brother ❤
Cool
this would be insane in AR
i think that this shader could be improved even more, great job, i Hope you will still work on It
I agree and I will be working on it over time
You. Are. A. Beast, bro
Your work is incredible. Great editing. Great voiceover. Great script. Unbelievably fantastic development. Can't wait to see what's next.
Thanks for the specific feedback!