Dot Product is the coolest math in shaders. Article on Medium by Mikołaj Fabjański - tech art wizard from Qloc team. #techart#ue5 https://t.co/9gkHyW1kze
@JustinWasilenko@Thunder_Owl@simplygon@unity Might be a good time to take a look at some of the papers that might have inspired their tech and reimplement them 😬 https://t.co/xSylsBcJwg
Hi fellow #graphics enthusiasts! I'm taking my SDF #3dmodeling exploration to a new web platform using WebGPU! Just set up a sneak peek site. Request access to stay in the loop! Spread the word and follow @clayit_io for upcoming updates. Your support means the world! 🚀 Thanks!
Various 3D models featuring nature by @se_carri and Arthur Pin
Reconstructed in RealityCapture, rendered in Unreal Engine
Artstation:
https://t.co/9JQEWNIPlh
https://t.co/cW0cCA0Wqa
#realitycapture#photogrammetry#3dscanning https://t.co/UvPLFHI2aw
I have been writing a blog series about my histogram nodes for Substance Designer. Here is part 2, which covers how the PDF is computed. https://t.co/QPcTFC2v9L @DiNustyEmpire@Substance3D#gameart
As promised in my LinkedIn, I'm happy to introduce the first installment of my free software offerings: The 𝗚𝗼𝗱 𝗼𝗳 W𝗮𝗿 𝗧𝗲𝘅𝘁𝘂𝗿𝗲 𝗢𝗽𝘁𝗶𝗺𝗶𝘇𝗮𝘁𝗶𝗼𝗻 𝗔𝗹𝗴𝗼𝗿𝗶𝘁𝗵𝗺!
https://t.co/8uVr1RrLJv
#TechArt#GameDev#OpenSource#Python#MipFlooding#GodOfWar
@ChoskerSanz Thanks man! That's a good point, I'll edit it to clear that out.
I'd love to see real numbers from the original devs actually, I don't think it was mentioned in their presentation.
@aviel08 You can't precisely control the level of compression, I encourage more people to try it out, I am eager to hear other people's opinion :) People can find my implementation on my GitHub: https://t.co/7PGB8ntiBX
I added object transformation, want to add hierarchy too in the future. Primitive editing automatically converts from the world space to object local space, same for raymarching. I was scary about starting this feature but it is now working 🥲. #OpenGL#graphics#Gfx#shader