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Tooll3 is a node-based, opensource, realtime animation software for Windows based on C#/.Net and HLSL. In this video I show you how to create your own HLSL compute shader particle force in Tooll3 and the complete workflow on how to set up the operator interface, create parameters and dropdowns with defaults and useful input ranges, re-order parameters, rename inputs, sort out the compute shader input buffer slots, get useful error messages, write documentation, create examples and presets and also guide you through the code and the simple example scene I created. I talk a bit about GPU threading and [numthreads] and I found this video very helpful to understand the inner workings of GPUs and compute shaders: • Compute Shaders || Lou Kramer || AMD Tooll3 is open source and ATM available on Windows only (although one user reported having it running on Linux in a Bottle). You should have a decent GPU for good performance. This video was created with Tooll3 3.9.2. In the meantime, 3.9.3 is available and highly recommended, especially for the new GUI editor that makes reordering parameters and renaming them much easier: Download Tooll3 here: https://tooll.io Installation docs are here: https://github.com/tooll3/t3/wiki/hel... I highly recommend joining the Tooll3 Discord for any questions you may have: / discord I did several animations with the force already. This is the one I mention in the tutorial, using only factory forces: • "Radi(c)al Force" And two more where I also use other custom forces I created: • "The Vortex" • "The Door into Summer" Big thanks to the father of Tooll3 "Pixtur" and everybody in the fantastic Tooll3 community on Discord! You guys rock! :-) Chapters: 00:00:00 - Intro Animation with me playing virtual clarinet... 00:00:35 - Introduction, background of Tooll3, motivation to write HLSL shaders 00:02:14 - Compute shaders, pixel shaders, C#, .Net ... 00:04:29 - Exploring the radial force example scene... 00:07:46 - Creating the operator as a duplicate of an existing particle force... 00:13:18 - Inside the operator, internal structure, inputs, outputs, threadsize, buffers, HLSL file... 00:16:58 - Parameter buffer, inputs as floats, blocks of 4 floats, ordering... 00:21:07 - Creating new inputs, types, dropdown, reordering woes... 00:25:48 - Renaming inputs by recreating or in the C# .cs file, GUIDs... 00:29:28 - Creating dropdown entries, "MappedType", Enum... 00:32:27 - Default values for parameters... 00:33:06 - Duplicating the HLSL file in your namespace, unique names... 00:36:00 - The HLSL code, includes, parameter buffer... 00:39:53 - Point and Particle attribute struct... 00:42:54 - numthreads, main, void, uint3 i, maxParticleCount, stride... 00:48:30 - The directional force explained, hash, velocity... 00:52:08 - Implementing the rotational force, normalize, crossproduct... 00:59:44 - Scaling the force, speed, switch between modes, lerp... 01:05:01 - HLSL Errors... 01:07:12 - Using the operator, modes, speed, amount... 01:13:06 - Parameter scaling, range, clamp, center... 01:15:48 - Documentation for operator and parameters... 01:18:25 - Examples with automatic links from the library... 01:19:39 - Operator presets/variations, ALT interpolation... 01:21:55 - The simple example, the "Radi(c)al Force" example... 01:23:14 - Outro, first video tutorial, Enjoy the Force! - Tooll Away!!! :-) Enjoy! #Tooll3 #realtime #tutorial #operator #force #particle #radial #rotational #generativeart #particles #livingpainting #creativecoding #hlsl #csharp #gpu #nodes #shader #computeshader #generative #procedural #visualart #Zen #wuwei #dao