I'm pretty sure it's not really physically accurate to put bloom on stars but space usually looks pretty dull to the naked eye. I'd rather not compute bloom in real time so I might have to do some janky math with texture coordinates and the base blur node.
13.03.2026 03:24
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I've been rendering backgrounds for my space game to a panorama in blender but I forgot that the compositor pass won't take the projection distortion into account so if I apply any post processing blender side I get really unfortunate pole pinching.
13.03.2026 03:18
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I have a Ziploc bag of cat food in a special pouch of my backpack so I can feed the crows whenever I run into a group of them. They'll get me back one of these days when I need it most.
28.02.2026 04:06
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There are two possible roads ahead. The path of righteousness where we return to baked lighting and modestly sized textures or the path of despair where we run continue to push performance requirements and bridge the gap with temporal sampling and frame gen.
03.01.2026 00:51
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We were all excited as new tech artists in 2020 reading the breakdown of ghost of tsushima particle VFX Sony published but it's time to grow up and start reading articles on optimizing screenspace GI with spherical harmonics.
03.01.2026 00:48
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A lot of my work as a tech artist was finding ways to offload work onto the GPU or saving artist hours with procedural tools but now that GPUs and RAM have left the realm of consumer goods I'm excited to enter the world of the perf focused graphics programmer.
03.01.2026 00:46
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The work I'm doing right now isn't really anywhere close to an interesting visual state but here are some of my favorite reduction fired bowls from the last year. #ceramics #pottery
14.09.2025 16:43
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Cool to see more of your videos popping up! They were probably some of the most influential content that got me into shader programming back in the day. My first big project at my last job was actually implementing better compression options for SDF based Glyph textures.
14.09.2025 16:28
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My dad's been driving his '99 ranger for 16 years now and every time he asks his mechanic what he should look for as an upgrade they tell him it's irreplaceable and he couldn't possibly do better.
30.05.2025 20:40
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I need to have harsh words with whichever Bloodborne fan got their hands on an exotic, wish granting relic about both specificity and the trappings of irony.
02.04.2025 19:02
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Multi room masking now (I only have the one demo room I made last week ๐ฅด). I also tweaked the projection so the same wall always faces the back and the texture only uses 3 walls.
17.02.2025 10:45
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Reworked my UV math to get texture projection working properly and finally working with demo textures. Next up masking for randomly assigning room textures. Also maybe a new system for rendering out interior textures for more convincing projections.
17.02.2025 07:28
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With the Lies of P DLC on the horizon I'd like to see more Korean and Italian collaborations. This is the only one I'm aware of and obviously the countries had some synergy that puts them on a whole new level.
13.02.2025 02:24
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Honestly as fun as it is to build out flashy effects as custom nodes, I need to fill out my library with more simple point to planes or custom blends. I get way more mileage out of a quick and dirty operation that saves me 3 nodes than some whitepaper I copied into node form.
11.02.2025 08:17
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I have all the math in place for changing room scale and I can source separate textures for floor/walls/ceiling or tile them into a single texture file. It's tempting to add fine grained controls for everything but part of the appeal of using prebuilt systems is that they give you a workflow.
11.02.2025 07:48
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Still writing godot shader node addons. Workshopping a parallax interior mapping setup now. I have to figure out how much I want to make it extensible vs how much behavior I want to enforce which is an interesting tradeoff.
11.02.2025 07:45
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simplex noise mask versus height mask. I wrote my first height based mask shader almost half a decade ago but it's still so satisfying it'll never get old.
09.02.2025 09:14
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Ever since I started working on projects with others, if a shader function gets messy I just write custom node for it. Not everything can be a uniform and if someone else has to hop in my nodes it's way nicer if it's a self explanatory chain of node functions rather than a spaghetti nest.
09.02.2025 09:13
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Playing with the controls on a custom height blend node in #Godot visual shaders. This one is a simple heightblend that generates a blend mask from 2 height textures and some fine tuning controls.
09.02.2025 09:10
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Are you aware of any projects that use the index drivers as standalone headphones? I found a reddit post where someone pulled off a pretty good looking build but audio related stuff is uncharted waters for me so I don't know much of that space.
01.01.2025 09:01
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Hmmm every time I try to show the specifics of something I'm working on low frame rates or compression kind of obscure the details. I suppose posting small visual details in engine is an art form.
10.12.2024 04:15
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Rendering 3D objects with a pixelart shader. I could write a custom script using a looping timer to update the render target every iteration or I could set an auto looping animation player to set the render_target_update_mode to once at the beginning and set the duration to the desired FPS.
10.12.2024 00:02
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If I wanted to really illustrate this I'd have uploaded video but last time I tried that compression crunched everything way past the noticeable point for scaling artifacts so people will have to trust me that it looks way better lol.
09.12.2024 03:53
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I'll have to move some depth sorting code and rewrite a couple things but my biggest grip with bilinear texture upscaling on post processed volumetrics is the obvious artifacts on boundaries. FSR gives much cleaner edges and seems well suited towards the cloud usecase but more testing is required.
09.12.2024 03:51
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I've been thinking about optimizations for my #godot clouds for a while. Currently experimenting with FSR upscaling for a cloud viewport I write transmittance and depth data to, and then do actual depth sorting and coloring when I pull that viewport texture. Below Native, Bilinear Filtering and FSR.
09.12.2024 03:47
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I've made a couple. I'm not the fanciest material artist but I just used shape and transform nodes to block out masks and then was off to the races.
23.11.2024 10:04
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Honestly I've used material maker so much designer grates on me now. I know there are artist pumping out textures I couldn't dream of with workflows beyond my comprehension in substance but MM is just so elegant and powerful in the ways I want it to be I can't help but gas it at every opportunity.
19.11.2024 06:38
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Still chipping away at #Nodevember2024 I'm doing like 3 other challenges this month with friends but I came back for the dwarf forge prompt because I love dwarves and I love #materialmaker. I just need to find out how people make their graphs not a horrible tangle.
19.11.2024 06:29
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I always go through the rear wheel and seatpost for my ulock. In my head I could see getting enough play to pull the wheel out the dropouts and contort things through the stays but I've never tried and I could be fooling myself.
18.11.2024 21:04
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