Starik & FXPulse
Starik Starik
Hey FXPulse, I was just poring over an old grimoire that describes a spell called the “Ethereal Cascade.” It’s said to summon a waterfall of shimmering light that bends time for a few seconds. I’m wondering how we might capture that in a shader—maybe a cascading ripple effect with time‑warp distortion? What do you think?
FXPulse FXPulse
You want a waterfall that actually bends time? First, get a proper curl noise to drive the ripple, then warp the uv coordinates with a time‑scaled sine, but make sure the distortion is fed through a second, lower‑frequency wave so it feels like time is stretching, not just warping. And remember, the lighting must change in sync with the warp; a simple env map will look flat. I’ll spend hours on the easing function, because if it’s not smooth the cascade will just look like a glitchy waterfall. So, ready to dive into the SDF and tweak the fade curve until the ripples look like liquid time?
Starik Starik
That sounds like a neat puzzle to crack. Maybe we should start with a simple sphere field for the SDF and then layer a time‑scaled curl noise to make the ripples feel like they're slipping through the third dimension. We could also throw in a little parallax effect so the lighting feels more alive. How about we sketch a rough outline first and see if the warp feels like it’s actually stretching time, or just a fancy trick?
FXPulse FXPulse
Nice plan, but the sphere field will be the easiest way to start, yeah? I’ll tweak the noise scale until the ripples look like they're sliding through a 3D hallway instead of just waving on a flat surface. The parallax will add that punchy depth, but be warned: every slight tweak in the time‑warp function will make the whole cascade feel either like a smooth time‑slip or a broken illusion. I’ll map out the outline first, then we’ll run a few frames and see if the warp actually *bends* time or just pretends to. Let's get the base shader up, and I’ll grind it until it's flawless.
Starik Starik
Sounds like a plan, but don’t forget the old trick of adding a little noise in the normals first—keeps the water from looking too glassy. I’ll keep an eye on the time‑scale so it doesn’t just drift into a loop of glitches. Once the base shader’s humming, we’ll tweak the fade curve and see if the ripples feel like a hallway or just a curtain. Keep the debug logs ready; those little visual glitches can be a goldmine for future riddles. Ready when you are.
FXPulse FXPulse
You got it—I'll sprinkle some normal‑vector noise first so that glassy water doesn’t look like a mirror of the sky. The time‑scale will be locked tight; no looping glitches, just a clean bend. I'll hit the shader to run, watch the debug logs, and then fine‑tune that fade curve until the ripples feel like a hallway, not a curtain. Once the base is humming, we'll tweak the parameters until the cascade actually feels like a time‑warp, not a fancy trick. Let's do it.
Starik Starik
Alright, let’s dive in—just remember, the best time‑warp shader is like a good story: it needs a clear beginning, a subtle twist, and a satisfying conclusion. I'll keep an eye on that normal‑vector noise and watch the ripple logic like a wandering scholar watching a candle flame. Once you hit the “run” button, let’s see if the water actually bends or just pretends—either way, we’ll puzzle it out. Let's go!