sievaxx
@sievaxx.bsky.social
130 followers 190 following 63 posts
🏳️‍⚧️| 22 | they/them | i do things at @moonwiremedia
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made myself a motivational gif
this is like something that sony would do for their regular audio hardware. i wonder if they realised no one was gonna buy it as a regular sony branded product so they’re making it playstation
anyway who wants to see my awesome transgender hips and ass
oh yeah i’ve been doing diy hrt injections for like. 2 months now too
to be fair i should really wear more of my wardrobe besides like two outfits. whenever i go outside for something more then shopping i usually wear this which has the opposite problem as above, the hoodie is too large for me
i bought this jacket last year that’s kinda too small but i think i should wear it more. just every time i see it on me i go “leon s kennedy” even though its the wrong kind and color
i have some ideas of things to do in the future there if i can
i dont think my sonas design would work well as a suit or partial or that i’d like any art style it could be irl, so im concocting an idea of making.. furry dr kel partial for my (current wip) kel jacket replica
went to mancfurs.. fricken sweet time…
not a real animation i was just seeing if i could make it work (it work)
forcing godot to look a little like sfm cuz my tf2 shaders funny #godot #tf2
call me a WM1A/Z walkman the way i
pretty nice yeah, although i don’t have to do anything specific to get most of these changes myself in godot, they kinda already happen in godots base scene shader that gdshaders run on top of
i think i'll have to write my own material class that combines the shader code together to make these shaders, instead of having an uber character shader with toggles. would help simplify the multiple passes that need to share the same data, and write descriptions for variables too
disabled the head cuz i left the eyerefracts shader in a fucked up state
i've done everything i can to copy tf2's char shading logic. the rimlight was the only major roadblock i had to solve in a stupid way. i keep seeing bits in the test maps that shock me i got so close to the main vibe of tf2 even though its not. only thing left is recreating EyesRefract and GOD🤪
the rimlight is done in a second material pass, because the only way to get the "ambient colour" modified by godots global illumination i found was to stub out the `light` function in the mesh shader. I drive the alpha of the second pass with the fresnel term to control the rimlights visibility.
meant to say ALL colours, the regular lightwarp is already sorta warm to cool (light gray highlights, to red terminator, to purple shadows), but it obviously doesn't look warm to cool for every situation.
My above work only uses the albedo, so coloured lighting should still be coloured
bonus effect from testing, just swapping out the lightwarp can make some really cool visuals (this is just 2 axis, so Barla06)
i feel like this is what valve wanted to do with tf2's aesthetic, making colours follow a "warm-to-cool" shading, but didn't over performance constraints. godot's base scene shader is like 20x as costly to tf2's character shader so i don't think that matters anymore
i've been up to some more tf2-style shader shenanigans
valves papers at the time mentioned using a view dependent term for the lightwarp texture too (Barla06), as well as hue-shifting the lightwarp based on the albedo. i made a 3d lightwarp texture that does both of these and holy moly #godot #tf2
Text from image:
"""
Barla, 2006
• Barla has extended this technique by using a 2D texture lookup to
incorporate view-dependent and level-of-detail effects.

• Fresnel-like creates a hard “virtual backlight” which is essentially a
rim-lighting term, though this term is not designed to correspond to
any particular lighting environment.
"""

There are two 2D Lookup textures shown too, with the X axis corresponding to the "N.L" (dot product of the Normal and the Light vectors), and the Y axis corresponding to "|N.V|^r" (Dot product of the Normal and the View vectors, clamped to positive, and with an exponent for control) Text from image:
"""
7 Future Work
In future projects that call for illustrative rendering, we would like
to further extend the model described above. For example, we have
already experimented with extending our modification of the tradi-
tional Lambertian term to increase saturation of the particular hue
of the albedo texture. To do this, we compute the hue of the albedo
using shader operations and use the hue as the second coordinate
into a 2D map which is an extension to the 1D map shown in Fig-
ure 7, where hue varies along the new axis. In practice, even a
tightly optimized RGB-to-Hue conversion routine compiles to more
than twenty pixel shader cycles, and we weren’t willing to bear this
expense on Team Fortress 2 era hardware. In the future, we would
like to be able to include this kind of extension to our diffuse model.
""" a series of slices of a 3d texture, incorporating both of the previous images details. the X and Y axis mimicking whats described in Barla06, and the Z axis now using the hue to drive it. The slices along the Z axis contains the same lightwarp but with hue and saturation changes.
i did my first hrt injection yesterday :D looking forward to my future just a lil now
haven’t really been able to work at all for the past 2-3 weeks. strong brain fog with no immediate reason. fuckin sucks i’m on like year 2 of waiting for an adhd assessment cuz maybe some meds would actually fuckin help