Graphics pals: if you were trying to achieve a look like this in shadertoy land, what would be your strategy? ( doesn’t need to be that real-time)
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I’d make all things as points and use dof type code to have some points be larger and more transparent — that can give a microscope feel with different levels in focus
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+1 to that, I did something similar inspired by in open frameworks years ago and it’s hard to tell in this screenshot but moving around with the right settings really works Magically
vimeo.com/187837542?embe
I think the trick was to define a 2D plane in space in front of the camera, perpendicular(?) to it, and then adjust the size and transparency based on the distance from that plane
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