This is incredible work Torin, so many helpful tips in here as well like how to have an animated environment map without throttling the fps! It dawned on me that TD can generate shader code with the Phong and PBR MATs output GLSL function which could then be fed back into your shader park site or this plugin for interesting exploration of possibilities! I have yet to explore T3D but it’s easy integration with your plugin to move the shader forward as a signed distance function is brilliant. This is all an excellent framework to develop GLSL knowledge in a very approachable way. Thank you!
Thanks Rob that means a lot! The shader code that the plugin outputs is actually generated partially by using the PBR material in TD and converting it to a GLSL material, so it's actually already doing that :). That's why you're able to controll the material properties similar to the PBR material with the useTDLighting uniform set to 1.
@@blankensmithing Mine and all our’s pleasure Torin. That is awesome and I had a feeling the plug-in had this under the hood :). Being able to adjust the properties is so much fun especially if you use substance selects to incorporate procedural animations into the PBR textures channels like the base color then make them interactive or audio reactive. Now wth your tip this can be done both with the texture and environment map. So very cool!
Amazing work Torin, thanks for sharing this!
This is incredible work Torin, so many helpful tips in here as well like how to have an animated environment map without throttling the fps! It dawned on me that TD can generate shader code with the Phong and PBR MATs output GLSL function which could then be fed back into your shader park site or this plugin for interesting exploration of possibilities! I have yet to explore T3D but it’s easy integration with your plugin to move the shader forward as a signed distance function is brilliant. This is all an excellent framework to develop GLSL knowledge in a very approachable way. Thank you!
Thanks Rob that means a lot! The shader code that the plugin outputs is actually generated partially by using the PBR material in TD and converting it to a GLSL material, so it's actually already doing that :). That's why you're able to controll the material properties similar to the PBR material with the useTDLighting uniform set to 1.
@@blankensmithing Mine and all our’s pleasure Torin. That is awesome and I had a feeling the plug-in had this under the hood :). Being able to adjust the properties is so much fun especially if you use substance selects to incorporate procedural animations into the PBR textures channels like the base color then make them interactive or audio reactive. Now wth your tip this can be done both with the texture and environment map. So very cool!
Thank you, very clear explanations and interesting topic!
amazing thanks so much
The plugin is not working. Error message: 4 networks with errors inside, panel bounds...
The component was made with the most recent version of TD 2023.11880. What version are you running? Also Mac or PC?
@@blankensmithing That's the issue. Upgraded to the latest version. Thanks.