CG programming for non-programmers, lesson 6

For the sixth lesson, we are going to start creating variables.

This will make our shader program much easier to read, because we will be able to do things step by step, since we can store intermediate results along the way.

To do this we will use float variables. These are a very simple kind of variable, because they can only store one number at a time.

You can see this lesson by CLICKING HERE.

CG programming for non programmers: lesson 1

I’m going to try the bottom-up approach. This is likely to be more fun for people who are more interested in creating beautiful images, and less compelling for people who want to create people and creatures that move and animate.

You can see the first lesson, which is very easy, by CLICKING HERE.

This lesson is really just to get you used to the idea of editing text in a computer program to change the appearance of something.

Teaching computer graphics programming to non-programmers

I know a number of artists who don’t program computers, yet use computer graphics tools such as Unity or Maya or Photoshop. Several of them have expressed interest in going deeper. Rather than seeing the computer as a black box, they want to understand how things really work.

In order to do that, you need to learn to program. But where to begin? I am thinking of putting a series of lessons on-line on this blog, aimed at people who use computer graphics tools, and don’t already know how to program, but would be interested in learning to program if it could give them a greater insight into how all this stuff works.

The major question I’m wrestling with is whether to start from the bottom up, with things like procedural shaders that you program at every pixel, or from the top down, with things like animated characters that you move around.

Each approach has advantages and disadvantages. I think it may come down to the particular learner. People who are motivated by creating things that look visually beautiful would be more drawn to the procedural shader approach. People who are motivated by creating animated things that come to life would be more interested in the animated character approach.

Maybe I will figure out a way to do both.

Tenth anniversary

Today marks ten years to the day that I started writing this blog. Since then I have published one post per day, every day. That’s 3653 posts in total, after this one goes up.

In that time I have written on quite a number of topics, including hopeful visions for our technologically augmented future, a few serialized descriptions of my own computer graphics research and art projects, some modest stabs at philosophy and metaphysics, least one epic poem, several complete novels, far too many haiku, and just recently some misguided attempts to make sense of a certain idiot (I’ve given up on that — some things are simply beyond rational thought).

Interestingly, I will be spending New Years Eve this evening with the friend who got me started writing this blog in the first place. It’s good to know that with all of the madness in today’s world, friendship is one of the few things that still continues to make sense.