Jakub Vondra

@kubo-von.bsky.social

Senior Environment Artist/TD @ Stim Studio Toying with Houdini, Gaffer, Cycles. Working on hobby GPU raytracer in Rust/Metal https://jakubvondra.xyz Support 🇺🇦

I finally found time to test Marmoset Toolbag for texturing and I'm quite liking it. Quite easy to get started when you have SP experience, I would even say I prefer it. The carve groups are great. Just missing anchor points to make the texturing more non-destructive. #madewithMarmoset

= Lumik Renderer update = - random walk SSS, with spectral radius, trace sets - got rid of the pixarUSD dependency focusing purely on Gaffer for now. - many performance and bug fixes, but it's been a while so I forgot most of them.

= Lumik Renderer update = - sending render back to Gaffer - LumikOptions node for render settings - few more shaders added - camera parms exported ( e.g. focus distance ) - primvars ! ( that paves way for image textures ) Here testing on one shot from Blender Studio's Sprite Fright short.

= Lumik Renderer update = Continuing with Gaffer integration: - Scene is now sent to the renderer process via TCP instead of reading a file, only deltas are sent. - Shader node connections are exported and implemented in renderer. - Implemented few example shader nodes to show it off.

1/2 Toy renderer update: Started integrating it into Gaffer. For now I managed to register my renderer and some custom shader nodes. When IPR is ran, it saves the scene into a binary file which my renderer keeps checking for updates. Later it should sed deltas via some sockets/TCP.

toy GPU renderer update, mostly focused on better debugging - normal/albedo/debug aovs - AgX on/off - exposure - pixel inspector - saving images to catalogue with settings metadata - poor man's IPR - when the .usd file changes on disk, scene is reloaded - importance sampled HDRI dome lights

To mix up all the CGI nerdiness a bit: Here is an edit of some shots I took on the last two snowkiting trips to Norway. Let the freezing fingers and sketchy gear be the excuse for some of the sloppy photography and color handling. I'll try to do better this year.

Having recently acquired a house to fix and an offspring to raise, I have little time. But I've sneaked in some toy renderer time here and there. Added light MIS, wavelenght importance sampling and really tried improving variance. Battle testing it on scene like this, basically only indirect light.