sievaxx

@sievaxx.bsky.social

🏳️‍⚧️| 23 | they/them | i do things at @moonwiremedia

summer in my area so far has been all sun, and suddenly ive started getting freckles. apparently im predisposed to them (i used to be ginger when i was <6yrs old so i have the red hair gene that also causes freckles?) AND hrt makes skin produce more melanin then normal in the sun?? how wonderful..

LOL ok update: flashpoint "has" a fully-functioning version of it!! i say "has" in quotes because what it Actually seems to do is run an old version of netscape which accesses a still-online public backup of the old starmen.net site on classic.fobby.net. which i didn't know existed!!! very fun

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throwback thwednesday: thinking about the old VRML Saturn Valley added to starmen.net in 2001. VRML was a sort of web 3d model viewer platform that let people make explorable 3d environments, and it Blew My Freaking Mind at the time. i spent so much time "hanging out" in this 3d saturn valley

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Renowned game developer Shigeru Miyamoto broke down in tears after his self-financed movie "The Super Mario Galaxy Movie" opened to $48 at the worldwide box office: "Fuuuck dude this movie cost so much money I'm so fucked"

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most of my current shader work has been stuck on trying to make a high quality eye shader thats self contained. i don't want to have an eyeball mesh, im classical raytracing that shit. turns out thats extremely complicated when your shape is more then a slightly deformed sphere

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i bought this jacket last year that’s kinda too small but i think i should wear it more. just every time i see it on me i go “leon s kennedy” even though its the wrong kind and color

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i've been up to some more tf2-style shader shenanigans valves papers at the time mentioned using a view dependent term for the lightwarp texture too (Barla06), as well as hue-shifting the lightwarp based on the albedo. i made a 3d lightwarp texture that does both of these and holy moly #godot #tf2

Text from image:
"""
Barla, 2006
• Barla has extended this technique by using a 2D texture lookup to
incorporate view-dependent and level-of-detail effects.

• Fresnel-like creates a hard “virtual backlight” which is essentially a
rim-lighting term, though this term is not designed to correspond to
any particular lighting environment.
"""

There are two 2D Lookup textures shown too, with the X axis corresponding to the "N.L" (dot product of the Normal and the Light vectors), and the Y axis corresponding to "|N.V|^r" (Dot product of the Normal and the View vectors, clamped to positive, and with an exponent for control)Text from image:
"""
7 Future Work
In future projects that call for illustrative rendering, we would like
to further extend the model described above. For example, we have
already experimented with extending our modification of the tradi-
tional Lambertian term to increase saturation of the particular hue
of the albedo texture. To do this, we compute the hue of the albedo
using shader operations and use the hue as the second coordinate
into a 2D map which is an extension to the 1D map shown in Fig-
ure 7, where hue varies along the new axis. In practice, even a
tightly optimized RGB-to-Hue conversion routine compiles to more
than twenty pixel shader cycles, and we weren’t willing to bear this
expense on Team Fortress 2 era hardware. In the future, we would
like to be able to include this kind of extension to our diffuse model.
"""a series of slices of a 3d texture, incorporating both of the previous images details. the X and Y axis mimicking whats described in Barla06, and the Z axis now using the hue to drive it. The slices along the Z axis contains the same lightwarp but with hue and saturation changes.Bild

haven’t really been able to work at all for the past 2-3 weeks. strong brain fog with no immediate reason. fuckin sucks i’m on like year 2 of waiting for an adhd assessment cuz maybe some meds would actually fuckin help