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COMING UP

 
 
 
 
 
 
 
 
 
Sponsored Event 
With David Lobser (Artist-in-Residence, NYU Future Reality Lab) & Nate Turley (Creative Technologist).
Venue, Online, Brooklyn
May 15 (Fri) , 2020 @ 09:30 AM
Not Known
 
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DETAILS

Shaders are programs that run on the graphic processing unit (GPU). They are mostly used to control the placement of vertices & the rendering of pixels. Everything that gets rendered to a screen passes through a shader.

Making your own shaders will allow you to take control of the look & style of your project. Shaders may be useful for simple, specialized effects or may be layered up & combined with built-in Unity macros to produce high-end, physically based rendering.

In this workshop we will begin with the basics of the shader language. After that we'll look at geometry & how attributes are passed to shaders. We'll use math functions to shape gradients & learn to make simple special effects like fire & electricity. We'll also get into Unity's lighting pipeline & how to bend it to your own needs.

WHO SHOULD ATTEND
Designers - who already work with code, & want to unlock new potentials

Game Developers - who want to improve the flexibility of their pipeline

Creative Coders - who want to learn new skills for their creations

Digital Artists - who want to learn how to create for real-time environments

Technical Artists - who want new ideas for procedural approaches

COURSE HIGHLIGHTS
Understand the GPU shader pipeline

What are fragment & vertex shaders: Modify vertices in the vertex shader & pass attributes along to the frag shader for rendering.

Shaping Functions: Use some simple math to get fine control over your renders.

Geometry Attributes: How to make, modify, & manipulate your geometry to create variability in your shader.

Lighting Math: What's a dot product? How can you make your own lighting from scratch (and when would you want to).

Special Effects: Use domain warping with noise & other tricks to create beautiful special effects.

The PBR Pipeline: Unity does a lot of work for you under the hood. We'll look at Unity's standard rendering pipeline.

SCHEDULE
DAY 1
9:30 - 10:00: Welcome & Breakfast

10:00 - 10:15: Introductions

10:15 - 10:45: Intro to unlit shader

10:45 - 11:15: Geometry attributes into shaders

11:15 - 12:00: Math functions

12:00 - 12:30 Working with textures

12:30 - 1:30 Lunch (provided)

1:30 - 2:30 Animated special effects

2:30 - 3:30: Workshop time & individual help

3:30 - 4:30: Intro to Perlin Noise

4:30 - 6:00 Layering techniques: creating a solar system

DAY 2
9:30 - 10:00: Welcome & Breakfast

10:00 - 12:30 Building a PBR' shader from the ground up: color, texture, lighting, normals, shadows.

12:30 - 1:30 Lunch

1:30 - 2:30 Advanced Perlin Noise

2:30 - 5:00 Creating a procedural world from rippling oceans to towering mountains.

5:00 - 6:00 Workshop & individual help

KEY TAKEAWAYS
Lectures from industry professionals who use these techniques to create personal & commercial work

Hands-on workshop time with support from the workshop leaders

Time to ask questions, & dive deeper into particular topics of interest

Source code written by the workshop leaders that you can use in your own projects & act as a template for future experimentation

Meet & network with others in your field in a fun & supportive environment.

David Lobser is a 3D artist, director & XR developer working in Brooklyn, NY. He develops projects for clients such as Forbes, H&M, Google, The Economist etc. with his production studio: Object Normal.

As an artist in residence at NYU's Future Reality Lab he developed a series of social VR experiences including Flock, which has been exhibited internationally.

His VR app: Cosmic Sugar is a computer shader driven sandbox for art & physics.

Nate is a freelance creative technologist, technical director, & digital artist based in NYC.

He specializes in creating custom hardware & software systems for interactive audio visual installations, digital event activations, & live performance. He holds a Bachelor of Science in Electrical & Computer Engineering from The University of Colorado.

He is interested primarily in the ways art & technology influence each other, how culture is created & spread, & the power of sublime moments of total immersion.

He creates work on OpenFrameworks, Cinder, Unity3D, TouchDesigner, Max/MSP, among others & thrives on learning new techniques & tools.
 
 
 
 
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