Karl

@hexaquo.at

Researcher, teacher and activist somewhere at the intersection of landscape perception, graphics programming, open source, and climate change. Working on VR landscape visualization with Godot. Maintaining Geodot: https://github.com/boku-ilen/geodot-plugin

Did you know you can set up a scene and render it to a texture without any nodes in #Godot, by directly using the RenderingServer? We automatically generate billboard sprites for meshes this way. There's not much info about the RenderingServer online, so I wrote about it: hexaquo.at/pages/using-...

a 3D tree asset on the left, with an arrow pointing to spritesheets on the right. The spritesheets contain 2 albedo sprites (front and side) and 2 normal sprites (also front and side).

'A simple (perfect) life' - my spring landscape is finally finished! An apple orchard in bloom, old railway, sheep with their lambs and an allotment being prepared for growing :) Zoom in to see all the other tiny details too... I think this might be my favourite aerial embroidery I've ever done!

An embroidery hoop containing a sewn aerial view landscape. It depicts an apple orchard in bloom in the centre, allotments to the left and sheep in their field at the bottom. Train tracks go past the top of the orchard and allotment.Sewn train tracks past an apple orchard (to the left).An angled view of a sewn vegetable allotment surrounded by rough land, trees and with train tracks to the left.An angled view of embroidered bushes and paths going through them leading to an orchard, allotment and fields.

Gaussian splats are quite the rage lately (for good reason). Yet the technique is actually quite old!
 35 years ago, Lee Westover created the worlds first splat with the “UNC Head” dataset. A high-res CT scan...much too detailed for computers at the time.

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More work on procedural lens flares in #Godot. If you want to have a look at the (still very messy!) code: github.com/kb173/godot-... Outline of how it works: 1. Clip bright spots from the rendered image 2. Warp these spots to create ghosts and a halo 3. Blur 4. Overlay based on a dirt texture

I often talk about bent normals for billboards, and I keep having to mention the "if (!FRONT_FACING) NORMAL = -NORMAL" workaround for correct backface lighting. I realized I could fix that myself, so I opened a PR for an intuitive material option and render_mode: github.com/godotengine/... #Godot

Left: a plane and a sphere with billboards scattered on it. A text below says "Default", and some billboards are noticeably darker than the others.
Right: the same plane and sphere with billboards, but with smooth lighting without the dark billboards. The text below says "Keep Backface Normals".Schematic drawing. Left, titled "Original normals, matching geometry": a plane with an arrow pointing orthogonally outwards to the right, saying "original normal", and an arrow pointing into the opposite direction, saying "default behavior: flipped normal". Right, titled "Custom normals, do not match geometry": a plane with an arrow pointing straight up, parallel to the plane, saying "original normal", and the same arrow again, saying "intended backface normal". Another arrow points straight down, saying "default behavior: flipped normal".

I’m now seeing a talk about large scale vegetation rendering in Godot, by Karl Bittner. He mentions there is an open source alternative to speedtree, which he has barely heard mentioned: EZ tree: www.eztree.dev It even has an in-browser 3D viewer in which you can try different seeds for the trees!

Karl presenting at GodotFest