• this is awesome. would love to see python compatibility in the future if that's at all possible! imagine porting nuke python into this!
  • Looks amazing!! Timeline on a Mac version?
  • Looks amazing!! Timeline on a Mac version?
    It really depends on the Apple's strategy on Mac, Apple turns to use their own tech which makes OpenGL deprecated and hard to develop on Mac. 
  • Make it for CS6 and I will pay $200
  • NEED this for OSX :)

    THIS LOOKS AMAZING.

    <3 <3

    Please let me know when mac version is available. 
  • Hi,

    As PixelsWorld uses Lua, how about making it compatible with Moho ( https://www.mohoanimation.com/moho-pro.shtml ) so we can use and combine Moho character animation within AfterEffects ?

    Just a great idea ;-)

    Kind regards
  • I know it might be an OpenGL issue but I would buy it straight away if it was on Mac. I'm using Kodelife myself and keep rewriting shaders for GLSL on Mac but this tool would save so much time!
  • Hello, 
    How to use the sliders variables with Shadertoy code?

    It looks like in Lua, you can just use something like : 
    float thres = slider[1];

    But with shadertoy, the console says : "undefined variable "slider""

    regards!
    by the way, any plans to make it compatible with Processing code in the future?
  • y d said:
    Hello, 
    How to use the sliders variables with Shadertoy code?

    It looks like in Lua, you can just use something like : 
    float thres = slider[1];

    But with shadertoy, the console says : "undefined variable "slider""

    Ok, it's in the doc :)

    slider[0] on GLSL mode = _PixelsWorld_slider[0] on shadertoy mode.
  • y d said:
    Hello, 
    How to use the sliders variables with Shadertoy code?

    It looks like in Lua, you can just use something like : 
    float thres = slider[1];

    But with shadertoy, the console says : "undefined variable "slider""

    regards!
    by the way, any plans to make it compatible with Processing code in the future?
    Glad that you have solved your problem. 
    You can also refer this page to get all pre-defined code:

    Cheers,
    ZzStarSound.
  • Hi, is there any way that this plugin will support Processing or P5 code in the future?
  • Hi, is there any way that this plugin will support Processing or P5 code in the future?
    Hi, Aris

    It is a pretty great and profound question. 
    Let me start with the conclusion: theoretically speaking, yes it can be supportted, but unfortunately we don't plant to do it. 

    Our purpose is to develop an Ae friendly painting language and to provide a community for CG artists and programmers to collaborate with each other. 

    The main problem of supporting Processing language is the looping-control impossibility in Ae. Means in Processing, you can declare "void draw()" function, then Processing runs this function in a loop. In the draw function you can read/write variables declared outside this function to save your last-frame-status. While in Ae, every data in this frame should be disposed before rendering the next frame, or the cache system of Ae would crash. 

    But things are not that bad, beginning v3.3.3, we added save/load data functions so that you can cache your last-frame-data.This part of function is provided for those who understand the structure of Ae and don't mind reset the crashed Ae cache system by hand. 


    In a nutshell, Processing language is supported (beginning v3.3.3), but the adaptor to translate Processing to PixelsWorld has not been provided yet. (We consider that it will be developed by third party or we will develop it by ourselves)

    ZzStarSound
    MiLai visual performance group


  • This is truly amazing, I would love to see this with Mac OS support.