I tried to follow you steps and pretty much got it. I still have a problem with some rogues particles, but in general it looks ok. This is my network:
Texture is painted line by line and it takes some time to do it. After one texture you need to lock the first null, change the sop in '‘sop to chop’ operator and paint the second one. The result will be something like this. youtube.com/watch?v=riczFuy … e=youtu.be glslfun2.5.toe (7.55 MB)
Make sure your texture compositor/accumulator is set to “nearest” interpolation, not “linear” or whatever… you may have rogue points due to weird aliasing errors etc. in the shader too you may want to set your uv lookup offset by 1/2 a pixel so you’re reading from the middle of the texel and not the edge, which can also cause weirdness. Check the texture bounding mode also (use hold or mirror not zero)
But yes it looks like you figured it out! Nice work
The Particle SOP is not capable of calculating as many particles as all SOPs are calculated on the CPU. GLSL uses the GPU to power the particle system giving the option for much higher particle counts.
Im studying this project and that is “omg im such a noob in shader math”. Im completely can’t undertand your particle engine. vesabios can you suggest a way to understand what you are doing there or may be you know something that will help like tutorial, book, article, magic unicorn-pony that grants inspiration with its horn?
What is m matrix used for?
Why do you use custom noise, how did you invent it?
By the way I was inspired by your bloom COMP and wrote nice, adjustable, “for everyday use” blur COMP based on your technice but with greatly simplified shader. With levelTOP + crossTOP almost same bloom effect can be achieved but easier to adjust. Here it is: bloom_blur.tox (11.3 KB)