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Jeff Russell

@j3ffdr

Founder at www.marmoset.co Graphics Programming

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02.12.2024
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Latest posts by Jeff Russell @j3ffdr

Doing Surface Imperfections Right | Vray, Cycles, Arnold..
Doing Surface Imperfections Right | Vray, Cycles, Arnold.. YouTube video by Lucas

Here's a great video explaining/showing why the common CG practice of plugging smudge/fingerprints/dirt/whatever maps into roughness is wrong and why it should be done using material layering instead. This video is really well-made!

www.youtube.com/watch?v=OW4L...

20.11.2025 08:35 ๐Ÿ‘ 68 ๐Ÿ” 11 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 1

always a classic

16.10.2025 19:47 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Good luck with this project! This seems like software that needs to exist.

03.10.2025 03:10 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Today I discovered that my int-to-float handling code is IEEE-753.99993896484375 compliant.

07.09.2025 16:41 ๐Ÿ‘ 134 ๐Ÿ” 25 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 1
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Ten Years of D3D12 For those of us that have been using it from the start, it can be hard to believe that Direct3D 12 has been around for nearly ten years now. Windows 10 was released on July 29th 2015, and D3D12 has be...

I've got a new blog post for all of you fine folks! It runs through the additions to D3D12 since it was released, and finishes up with some of the things that have changed for me personally in my code.

(And yes it's really been 10 years ๐Ÿ‘ด).

therealmjp.github.io/posts/ten-ye...

08.09.2025 00:49 ๐Ÿ‘ 152 ๐Ÿ” 53 ๐Ÿ’ฌ 7 ๐Ÿ“Œ 3
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๐Ÿš€ New in Toolbag 5.02: Improved Ray Tracing Performance

Dense scenes are now easier to handle with smarter VRAM management:

โœ… Auto backend switching
โœ… Compression for high-poly stability
โœ… Adjustable VRAM budget
โœ… No relaunch needed

๐Ÿ‘‰ Download Now: marmoset.co

04.09.2025 16:04 ๐Ÿ‘ 2 ๐Ÿ” 2 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Finally snapped: made a Vulkan layer that auto-labels objects with a stack trace at creation time. Now the validation layer can just tell me what I forgot to release on vkDestroyDevice :)

27.08.2025 06:02 ๐Ÿ‘ 20 ๐Ÿ” 2 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0

MegaLights slides were just posted online. There's a bunch of details in slide notes if you're curious how our new Stochastic Direct Lighting solution works, why we made it and want to learn a bit about the problem space.

26.08.2025 17:10 ๐Ÿ‘ 50 ๐Ÿ” 13 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 1

I like tonemapping because you read a few thousand words of text and then basically copy-paste a single short function and move on with your life.

28.05.2025 20:55 ๐Ÿ‘ 8 ๐Ÿ” 1 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Revolutionize Your 3D Workflow with Toolbag's Bevel Shader | Marmoset Toolbag Bevel Basics Bevel Rendering Bevel Baking Modeling Workflow 3D art by Nathan Young Article by Joe Wilson The Bevel Effect Meticulously modeling beveled or rounded

๐Ÿ“ข Master Toolbag 5โ€™s bevel shader & speed up your 3D workflow with our new guide!

Learn how to:

๐ŸŸข Skip extra control loops
๐ŸŸข Stay non-destructive
๐ŸŸข Tweak bevels w/ materials or vertex colors
๐ŸŸข Bake bevels
๐ŸŸข Mix sub-d, booleans & CAD

๐Ÿ”— Read Now: marmoset.co/posts/revolu...

17.04.2025 16:00 ๐Ÿ‘ 1 ๐Ÿ” 2 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Enhancing Realism with Displacement Materials in Marmoset Toolbag | Marmoset Defining a Displacement Shader by Pete Mc Nally The displacement shader is a powerful tool to add realism and detail to your renders. Displacement mapping works by adjusting the elevation of aโ€ฆ

๐ŸŒ  Craft striking 3D art with our masterclass guide by Pete McNally on displacement materials in Toolbag. Bring depth to your art by combining the displacement shader with subdivision, baking, material layering, & triplanar projection.

๐Ÿ”— Read Now: https://marmoset.co/posts/displacement-materials-iโ€ฆ

30.01.2025 17:00 ๐Ÿ‘ 2 ๐Ÿ” 1 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 1

5 tongue-in-cheek game writing exercises that are a more realistic representation of what most game writers do (in my experience) than a branching dialog tree:

14.01.2025 17:57 ๐Ÿ‘ 2492 ๐Ÿ” 680 ๐Ÿ’ฌ 43 ๐Ÿ“Œ 56
GPU Texture Compression
GPU Texture Compression YouTube video by Marmoset

gpu texture compression primer
www.youtube.com/watch?v=3H-H...

20.12.2024 23:11 ๐Ÿ‘ 55 ๐Ÿ” 16 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0