On this page I'll list some of the most interesting shaders I've developed over the years in diferent environments.
This is a tree generator I made that has some neat features like drawing the tree from a curve, wind simulation for branch bending, LODs, object avoidance and instancing for leaves and some branches!
All of the projects you will see here use wrangle nodes written in VEX by me.
This is the first project I used VEX and with the one I learned it, in this small rope generator I get a start and an end point, and generate a curve with a hang, then I create points in the curve and with this I can render a rope.
I wanted to be able to fill the walls of any geometry with tubes/cables/roots, so I started by making a subnet that procedurally places a cable on the surface.
To do so, I start by creating a curve between the start and end point, with help of a control point, and then project all of those over the geometry. With that done the only thing I need is to connect them all, re sample the line to give it more resolution and fill it with a mesh.
The tubes needed to have a mesh, uvs, and lots more, so the easiest thing was to modify the algorithm to support mesh instancing and deforming along the spline.
Having to create and deform this many meshes brings performance down a little bit, mostly when there are a lot of stacking cables, so I made the system spawn only the simple straight mesh if there is no tube mesh attached, this way the artists can place all of the cables in the performance-friendly mode, then assign the mesh and wait a minute or two for all the cables to be placed.
Placing this kind of rocks took a lot of repetitive time on Aragami 2, so I made a small tool that places and deforms an object around the borders of a mesh
A tool that allows the artist to draw chains on the surface of a mesh.