Texture Trails (Composition by gtoledo3)

Author: gtoledo3
License: Creative Commons Attribution-NonCommercial
Date: 2011.08.04
Compatibility: 10.5, 10.6, 10.7
Required plugins:
gl tools, texture tools, alpha blend

This is an example that shows a way of using the Kineme GL Tools Inverse Rotation with a "stack of sprites" texture rendering method, to keep the viewer from being able to see the sides of the sprites no matter what the rotation.

Since the texture is procedural texture from the TextureTools patch, scrolling in depth (y-axis, to the TextureTools), one can get away with removing depth sorting and allowing the user to wiggle stuff around, even though it's not really accurate.

cybero's picture
Re: Texture Trails (Composition by gtoledo3)

Texture Tools ! Surprisingly enough I'd not even downloaded and installed that plugin - until now.

This composition is a real eye opener.

[I like the way that the Texture Tools patches can be used to provide semi-arbitrary displacement to GLSL shaders and Rutt Etra patches, BTW].

gtoledo3's picture
Re: Texture Trails (Composition by gtoledo3)

As a matter of fact, there's a really old thread around here where I was feeding texture tools to the Rutt, which resulted in a leak on Lee's computer. I think there's been a version of texture tools since then that's fixed that and a couple of other issues.

Procedural textures are really useful. What would probably be snazziest is to take the libnoise stuff and re-implement it all in GLSL or CL, kinda like the turbulent gradient CL kernel you posted, for example. I would lean towards trying to do it in GLSL though. Right now, the Texture Tools are very handy, but it's sort of slow too.

Tons of procedural landscape generation stuff revolves around taking noise patterns like this (perlin especially), and using them to extrude a mesh. There's a pretty cool example on the ADC that uses height of mesh to assign textures to the resulting pseudo landscape... can't remember what it's called, but it's a modern openGL example.