The upcoming #ucupaint 3.0 will have dedicated ‘Height’ and ‘Vector Displacement’ channels, a major milestone! The current Normal channel doubling as bump/VDM has become too complex and has been holding back development, so this change will finally unlock many possibilities! 💪
Crazy to think it's been 2 years since #ConjureSDF released into Alpha!
It's been a long road, with many more things on the way! The rewrite (v0.3.x) to support Blender 5.0+ has made great progress with a few releases behind us already.
More soon👁️
Noise is used everywhere in games: terrain, animations, camera shake, and more.
But it can still feel like magic. How do you turn greyscale blobs into real effects?
Here are a few practical ways to use it.
#threejs#shaders
Is this Blender Cycles? Nope, it's @threejs with @WebGPU 🚀!
Got inspired by @dangreenheck EZ Tree (https://t.co/3rC0wE1TyL). Take a look at it; it's awesome!
Next step is to see if SSGI makes a difference.
The most optimal renderer settings for a close-up scene with glass and the glass shader itself. The first option is without any settings. Made in Blender. #b3d
scroll-driven wordmark morph w/ css
give each translate axis a different timing function to create a curved motion path instead of a straight line 👇
.wordmark {
animation-name: tx, ty;
animation-timing-function: ease-in, ease-out;
animation-timeline: scroll(root);
}