#
# SWE / vr dev / vrm + blender person
# also, normal liberal trans woman
# https://github.com/rei-kurzweil
# 33, 🇨🇦, 🏳️⚧️ (she/her)
passing things from void fragment() into void light()
seems like there's no way to avoid redundantly sampling textures if they're used in both.
passing things from void fragment() into void light()
seems like there's no way to avoid redundantly sampling textures if they're used in both.
-because we love complaining about free software-
is that when you convert a material to a shader,
it gives it a random name/suffix,
even though, it was associated with a sub-mesh that had a unique name (ie, "body", "face", etc)
-because we love complaining about free software-
is that when you convert a material to a shader,
it gives it a random name/suffix,
even though, it was associated with a sub-mesh that had a unique name (ie, "body", "face", etc)
is the workflow after importing a glb / 3d model.
i'm still hopeful, since any year now, it should be a reliable tool that doesn't freeze or crash frequently,
but the 3d asset workflow is cursed.
everything wants to be immutable and is broken by default
is the workflow after importing a glb / 3d model.
i'm still hopeful, since any year now, it should be a reliable tool that doesn't freeze or crash frequently,
but the 3d asset workflow is cursed.
everything wants to be immutable and is broken by default
JavaScript and webgl is still a better development medium / authoring environment
compared to native apps and game engines.
GLSL is a little different from Godot shaders but we can make a transpiler and use Godot as a build target for webgl apps instead of the other way round
JavaScript and webgl is still a better development medium / authoring environment
compared to native apps and game engines.
GLSL is a little different from Godot shaders but we can make a transpiler and use Godot as a build target for webgl apps instead of the other way round
..yep. it's wood.
..yep. it's wood.
Lost souls would be trapped in the metal framework of the roof.🚇🏗️
Lost souls would be trapped in the metal framework of the roof.🚇🏗️
If your food/frame isn't ready on time, you get the previous customer's food (With fresh cutlery) 🍽️🔁
If your food/frame isn't ready on time, you get the previous customer's food (With fresh cutlery) 🍽️🔁
Is it cursed?
it seems like it should have been supported everywhere by now.
should i just write a native openxr app that has browser-like functionality in it, and then profit / declare victory?
Is it cursed?
it seems like it should have been supported everywhere by now.
should i just write a native openxr app that has browser-like functionality in it, and then profit / declare victory?
This helps with collecting 🦴 bones / their associated vertex groups while editing an armature,
searching vertex groups (and pinning groups)
and then merging multiple groups into 1
github.com/rei-kurzweil... #blender
This helps with collecting 🦴 bones / their associated vertex groups while editing an armature,
searching vertex groups (and pinning groups)
and then merging multiple groups into 1
github.com/rei-kurzweil... #blender
Especially since this is where "professionals" talk about professional things, and these authors can't be bothered even to edit an AI image to make the text correct in it
Especially since this is where "professionals" talk about professional things, and these authors can't be bothered even to edit an AI image to make the text correct in it
1. rim light -> quantize colors;
2. soften quantized rim light + balance colors by max()ing color channels a bit with eachother.
3. add second, un-quantized rim light added on top
1. rim light -> quantize colors;
2. soften quantized rim light + balance colors by max()ing color channels a bit with eachother.
3. add second, un-quantized rim light added on top
being able to quickly see the aggregate of much vertex groups affect multiple vertices at once.
being able to quickly see the aggregate of much vertex groups affect multiple vertices at once.
..oh. it's actually Firefox.
..oh. it's actually Firefox.
No need to invent insane naming schemes to simulate branches and commits #git #versioncontrol #spirituality
No need to invent insane naming schemes to simulate branches and commits #git #versioncontrol #spirituality
2. Bend motherboard slightly
3. ???
4. This is fine
2. Bend motherboard slightly
3. ???
4. This is fine