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x,y origin for trails and radial blur module

Suggestions for new features for Magic.
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hazardman
Posts: 74
Joined: Sat Nov 08, 2014 1:33 am

x,y origin for trails and radial blur module

Post by hazardman »

as per the subject title, i would like to have the ability to set the origin point for the trails and radial blur modifier as oppose to the current 0,0 (centre of screen) fixed coordinate...

for instance i could simulate a moving volumetric light moving behind an object...a negative distance on the radialblur would blur towards the x,y coordinate like a vanishing point...

would also make some interesting effects linking the x/y ;)
artnik
Posts: 268
Joined: Tue Jan 05, 2016 5:33 pm

Re: x,y origin for trails and radial blur module

Post by artnik »

Hey hazardman,

I made an update to the Radial Blur Jittered ISF here: https://www.interactiveshaderformat.com/sketches/1359 (not my work, just a tweak.)

It will address one of your requests, allowing for things like simulating a light shining through a logo. The range of motion on the x,y origin is -3.0 to 3.0, letting you move the origin far enough off screen that the rays don't show up, letting you animate them in.

Cheers!
hazardman
Posts: 74
Joined: Sat Nov 08, 2014 1:33 am

Re: x,y origin for trails and radial blur module

Post by hazardman »

thanks!..will play with it...any chance you know if the the original code is ok to use commercially?.. i find that a lot of the sites that offer ISF/GLSL shaders are mostly for private/non-commercial use...
artnik
Posts: 268
Joined: Tue Jan 05, 2016 5:33 pm

Re: x,y origin for trails and radial blur module

Post by artnik »

The comments in the code indicate it's a port of a shader from http://www.SHADERTOY.COM. Unless otherwise stated shaders there are under a default CC-Attribution-NonCommercial-Sharealike 3.0 license. (https://www.shadertoy.com/terms)

You can always try and contact the original authour for permission: https://www.shadertoy.com/view/XsKGRW
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