#
# 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)
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;
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;
..yep. it's wood.
..yep. it's wood.
will the vulkan update fix this?
will the vulkan update fix this?
But the cables go directly through where a human head would be..
But the cables go directly through where a human head would be..
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
(And spiro / less photogenic)
(And spiro / less photogenic)
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.
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.
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
another trans woman with a similar request was dismissed and lectured by these people
github.com/kolunmi/baza...
another trans woman with a similar request was dismissed and lectured by these people
github.com/kolunmi/baza...