⚡Rei⌥🐈
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rei-cast.xyz
⚡Rei⌥🐈
@rei-cast.xyz
#!/usr/bin/rei
#
# SWE / vr dev / vrm + blender person
# also, normal liberal trans woman
# https://github.com/rei-kurzweil
# 33, 🇨🇦, 🏳️‍⚧️ (she/her)
another awkward thing in #godot
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.
December 15, 2025 at 11:37 PM
normals
December 14, 2025 at 5:43 PM
another complaint about #godot
-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)
December 14, 2025 at 10:38 AM
alternate #godot template splash screens..
because i have a life.
December 14, 2025 at 8:08 AM
bypassing the lighting system in #godot works fairly well

shader_type spatial;
render_mode blend_mix, unshaded, depth_draw_opaque, cull_disabled;
...
// for vroid facial details / hair / alpha cutout, in fragment:
ALPHA *= albedo.a * albedo_tex.a;
ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;
December 12, 2025 at 11:29 PM
GLBs from #Vroid seem to mostly work in #godot.
Mtoon has to be repplied / can't export that, but otherwise, the rig and the blendshapes n' stuff seem to just werk™️
December 12, 2025 at 12:19 AM
Identifying Wood

..yep. it's wood.
December 11, 2025 at 9:05 PM
i think i'm having an nvidia / egl streams issue.

will the vulkan update fix this?
December 10, 2025 at 4:30 AM
The next mystery / intriguing aspect is that this is referred to as a "helmet",
But the cables go directly through where a human head would be..
December 9, 2025 at 5:19 PM
#Godot 4.5 godot-xr-template on #linux with SteamVR beta, ALVR and wlx-overlay-s.

mobile renderer and steamvr (not monado)
works really smoothly.
December 7, 2025 at 11:01 PM
metachromium seems... maintained??
December 6, 2025 at 4:54 PM
This is kind of the takeaway from Noah's essay though
December 5, 2025 at 11:23 PM
smol update:

view/reference
pinned vertex groups,
selected vertex groups
and vertex groups pinned from bones,

even without a mesh object selected (ie, while editing an armature and renaming bones 🦴)
github.com/rei-kurzweil...

#blender #vrm #vroid #vtuber #python
December 3, 2025 at 2:43 PM
evolving into a state manager for **sets of** vertices, but also vertex groups.

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
December 3, 2025 at 12:51 PM
December 3, 2025 at 9:04 AM
Medium.com -for anyone who doesn't know- has an AI image problem.

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
December 2, 2025 at 1:00 PM
adding a "bone bookmark / filter" system into #blender Vertex Tools, so it's easy to quickly select certain vertex groups relevant to those bones.
December 2, 2025 at 7:06 AM
Estrogen.
(And spiro / less photogenic)
December 1, 2025 at 11:54 PM
December 1, 2025 at 4:31 AM
multiple stages of
rim lighting, quantization, max()ing and more rim lighting..

interestingly, it's almost a toon edge effect.
using uvs instead of normals to calculate rim lighting seems interesting too.. altho that seems finicky / very camera angle dependent wrt if the gradient is nice.
November 30, 2025 at 10:51 PM
but this is what an actual antifa communist said
November 30, 2025 at 7:42 PM
#unity #shaderlab toon shader idea:

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
November 30, 2025 at 6:19 PM
putting this here for context (i know you saw a moment ago)

another trans woman with a similar request was dismissed and lectured by these people
github.com/kolunmi/baza...
November 27, 2025 at 9:02 AM
sorted and clickable.
top vertex groups weighted to all selected vertices

github.com/rei-kurzweil...
November 26, 2025 at 10:39 AM
slightly more compact..
November 26, 2025 at 8:07 AM