victoria
@melonfolly.bsky.social
1.4K followers 140 following 930 posts
delicate, reveal me 🔞
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melonfolly.bsky.social
british sexting be like "it'sa turgid knob, innit"
melonfolly.bsky.social
yea, so it goes. i think its largely that theres extremely common patterns of problems people need to solve, and when you have a problem which is adjacent to one, but not the same, its 10x harder to find solutions.
melonfolly.bsky.social
need to get the screen space bounding box of an object and every post online is dead wrong. "just convert the points to screen space" fails horribly when the object is partially offscreen, or worse, partially behind the player.

ive resorted to Sutherland–Hodgman but its so expensive. help......
melonfolly.bsky.social
"I am become faggot, debaser of self" - Popperheimer
melonfolly.bsky.social
learned even more cursed things about shader formats which let us use the remaining bit. its so scuffed
melonfolly.bsky.social
any graphics programmers wanna try to make sense of this
bit magic with 2 and 13
melonfolly.bsky.social
this was a wild ride to solve. gpus can easily flush a denormalized float and we need to treat this data as literal bits. starting with 2 as a float ensures that we never produce denormalized floats

so we took the L and sacrificed a bit to the 2 god
melonfolly.bsky.social
any graphics programmers wanna try to make sense of this
bit magic with 2 and 13
melonfolly.bsky.social
riding that shit in an agreeable manner
melonfolly.bsky.social
my bitch signed me up for an app called Ruffle.. next thing i know im drinking out of a bowl
melonfolly.bsky.social
and these messages... they're referred to as "skeets"?
Star Trek TNG's Data laying on a couch speaking to Sigmund Freud
melonfolly.bsky.social
all timer post, I remember seeing the bans pile up lmao. he still posts on the new forum too
melonfolly.bsky.social
i know whats wrong with it aint got no gas in it
destroyed car for ultrakill
melonfolly.bsky.social
i misspelled right. oops
melonfolly.bsky.social
you can mitigate the worst of it by using the Specular workflow instead of the Metalness workflow but to some extent it will always exist unless you use layering
melonfolly.bsky.social
most game engines use the left because its cheap, most films use the right because its correct. in the last few years unreal has moved to strata or whatever theyre calling it these days, which is a layered approach that also lets you do lots of cool special things like pearlescence.
melonfolly.bsky.social
but thats expensive because you have to render two PBR shaders and then blend. the result here is akin to "this pixel contains 50% pure metallic and 50% pure nonmetallic microfacets".

its a difficult distinction to describe but its really obvious looking at the results.
two rusted spheres. the left shows the cheap approach of blending textures. it results in light rim-like artifacts where rust and metal transition. the right shows the layered approach with no artifacts
melonfolly.bsky.social
theres two approaches, one is correct. the cheap way is to blend the inputs (textures), IE "every facet in this pixel is *both* 50% reflective and 50% diffuse at the same time". such a material does not exist in real life. the correct way is to shade two pure materials separately and blend after.
melonfolly.bsky.social
the short version is i was breaking down how physically based materials work: surfaces are made of microscopic facets. these facets can be for ex metal or plastic, but theyre always a "pure" material. but you obviously need to blend sometimes, like between clean metal and rust.
melonfolly.bsky.social
i was cooking with the discord names in 2019
a post from me circa 2019 with the username Arisen Cleetus Magi of the Light. the post itself is some bullshit about shader coding
melonfolly.bsky.social
well. it's all fallen apart.
melonfolly.bsky.social
oh no that sounds so disappointing
melonfolly.bsky.social
first time doing fish and chips. homemade tartar sauce is way better than anything u can buy
fish and chips
melonfolly.bsky.social
physics ball fell into a lagrange point
a scene with 4 grey blobby objects. each contribute to an invisible gravity field based on their masses. a blue sphere which uses physics is floating near one of the smaller blobs. it is stuck in a lagrange point. debug text above the ball reads the force of gravity on the object. a second view where an array of debug arrows visualize the gravity field. another lagrange point can be seen in the upper middle region of the picture