#realtime render
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helinerdogrul · 2 years ago
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crystal drawings
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omegasmileyface · 6 months ago
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ospard · 7 months ago
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It was 5 years ago. Proud of the quality that I can reached.. I did like a test task in outsourcing studio, unfortunately I didn’t pass it.
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iamblueraspberry · 2 years ago
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Pet pat pot
He is being petted
Good boi
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eden-west · 2 years ago
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An older artstation challenge I did for the King Arthur 3D prop project. This was the 3D sword asset I chose from the amazing concept from Decios junior.
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I also got the sheath to work! :'''D
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Keyshot renders.
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Wireframe.
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krawdad · 2 months ago
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Okay but can you get your cel shading outline to vary the line weight in response to the light source
#I'm pretty sure it can be done#might not be able to do it with the usual backface culling outline mesh thing thats usually done which i don't know the name of#might be able to achieve it with like a rimlight or something#instead of having it be directly behind the model it would be slightly offcenter favoring whichever direction the light source is#pretty sure you can link angle dependencies or whatever its called like that#i want to see realtime gameplay that actually looks like traditional media when it isn't moving#show me paint texture in the color fills#show me shadows under the cel and that thing where when only the arm moves its visibly on a separate cel layer#show me the outlines wiggling a little bit or looking like rough uninked xerox process animation#show me the occasional color error that there was no budget to go back and fix#maybe you can fuck with getting the paper wet or torn and have that be rendered realistically. have the stylized stuff react to it#get smudged realistically or whatever#there's stuff you can do now because you can achieve basically anything visually#its a shame most of the infinite money is going into realism instead of like. trying interesting things.#you've been able to get cgi to look like a painting for a while now how long before games figure that shit out#my immediate next thought is also 'is there a way to achieve this with drawings?'#and i wonder how well a character made up of billboarded sprites would hold up to for example a camera rotating around them
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highgodstoresl · 5 months ago
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Enhance Your Second Life Experience with PBR Reflector Probes and Highgod Originals' Updated Mirrors
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bokkescrapbook · 1 year ago
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Trying a realtime setup, PBR shaded simple forms. environtment map made out of a live-feed from a webcam in Antwerp. So the images are beeing influenced by real time weather. Also used an API to show the weather conditions.
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ompuco · 1 year ago
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been working on an absurdly overengineered OBS setup that simulates a shitty camrip
everything is rendered in realtime in OBS (aside from game & vtuber), no cameras or physical setups used
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ponyothehero · 2 years ago
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Studio So-Alt
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ouroborosorder · 19 days ago
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speaking as a video game tech artist - i think a lot of the "video game graphics plateaued really hard a long time ago" discussion ultimately focuses really hard on the diminishing returns on high-fidelity graphics styles. Which, yes, I do agree with, I don't need my horse's testicles to shrink in the cold.
However, the part I disagree with is the idea that it has plateaued entirely. Often, after making this claim, good stylization is often praised as being timeless, needing no high-tech or high-fidelity solutions.
When in my opinion, it's overshadowing the fact that good, timeless stylization is fucking hard as hell. And the tech to do stylization in games has improved so fucking much over the last decade it's genuinely unbelievable!! The things we can do to 3D models now, the fidelity we have with stylized VFX and high-quality exaggerated animation rendered realtime the way it is, it's kinda unbelievable. Like. I'm playing Hundred Line RN and the ability to make these characters LOOK like Rui Komatsuzaki's art even in 3D is genuinely insane. I keep looking at how their noses switch between a hand-drawn line and a 3D rendered model, just absolutely enthralled. This shit is impressive as fuck
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kremlin · 2 years ago
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could you explain for the "it makes the game go faster" idiots like myself what a GPU actually is? what's up with those multi thousand dollar "workstation" ones?
ya, ya. i will try and keep this one as approachable as possible
starting from raw reality. so, you have probably dealt with a graphics card before, right, stick in it, connects to motherboard, ass end sticks out of case & has display connectors, your vga/hdmi/displayport/whatever. clearly, it is providing pixel information to your monitor. before trying to figure out what's going on there, let's see what that entails. these are not really simple devices, the best way i can think to explain them would start with "why can't this be handled by a normal cpu"
a bog standard 1080p monitor has a resolution of 1920x1080 pixels, each comprised of 3 bytes (for red, blue, & green), which are updated 60 times a second:
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~3 gigs a second is sort of a lot. on the higher end, with a 4k monitor updating 144 times a second:
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17 gigs a second is definitely a lot. so this would be a good "first clue" there is some specialized hardware handling that throughput unrelated the cpu. the gpu. this would make sense, since your cpu is wholly unfit for dealing with this. if you've ever tried to play some computer game, with fancy 3D graphics, without any kind of video acceleration (e.g. without any kind of gpu [1]) you'd quickly see this, it'd run pretty slowly and bog down the rest of your system, the same way having a constantly-running program that is copying around 3-17GB/s in ram
it's worth remembering that displays operate isochronously -- they need to be fed pixel data at specific, very tight time timings. your monitor does not buffer pixel information, whatever goes down the wire is displayed immediately. not only do you have to transmit pixel data in realtime, you have to also send accompanying control data (e.g. data that bookends the pixel data, that says "oh this is the end of the frame", "this is the begining of the frame, etc", "i'm changing resolutions", etc) within very narrow timing tolerances otherwise the display won't work at all
3-17GB/s may not be a lot in the context of something like a bulk transfer, but it is a lot in an isochronous context, from the perspective of the cpu -- these transfers can't occur opportunistically when a core is idle, they have to occur now, and any core that is assigned to transmit pixel data has stop and drop whatever its doing immediately, switch contexts, and do the transfer. this sort of constant pre-empting would really hamstring the performance of everything else running, like your userspace programs, the kernel, etc.
so for a long list of reasons, there has to be some kind of special hardware doing this job. gpu.
instead of calculating every pixel value manually, the cpu just needs to give a high-level geometric overview of what it wants rendered, and does this with vertices. a vertex is very simple, it's just a point in 3D space, for example (5,2,3). just like a coordinate grid on paper with an extra dimension. with just a few vertices, you can have models like this:
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where each dot at the intersection of lines in the above image, would be a vertex. gpus essentially handle huge number of vertices.
in the context of, like, a 3D video game, you have to render these vertex-based models conditionally. you're viewing it at some distance, at some angle, and the model is lit from some light source, and has perhaps some shadows cast across it, etc -- all of this requires a huge amount of vertex math that has to be calculated within the same timeframes as i described before -- and that is what a gpu is doing, taking a vertex-defined 3D environment, and running this large amount of computation in parallel. unlike your cpu which may only have, idk, 4-32 execution cores, your gpu has thousands -- they're nowhere near as featureful as your cpu cores, they can only do very specific simple math with vertices, but there's a ton of them, and they run alongside each other.
so that is what a gpu "does", in as few words as i can write
the things in the post you're referring to (V100/A100/H100 tensor "gpus") are called gpus because they are also periperal hardware that does a specific kind of math, massively, in parallel, they are just designed and fabricated by the same companies that make gpus so they're called gpus (annoyingly). they don't have any video output, and would probably be pretty bad at doing that kind of work. regular gpus excel at calculating vertices, tensor gpus operate on tensors, which are like matrixes, but with arbitrary numbers of dimensions. try not to think about it visually. they also use a weirder float. they're used for things like "artificial intelligence", training LLMs and whatever, but also for real things, like scientific weather/economy/particle models or simulations
they're very expensive because they cost the same, if not more, than what it cost to design & fabricate regular video gpus, but with a trillionth of the customer base. for every ten million rat gamers that will buy a gpu there is going to be one business buying one A100 or whatever.
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bobacupcake · 2 years ago
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In the little bit of game dev I've been learning I've not really touched on shaders, but all your posts are really interesting, makes me want to look into it more and learn more about it.
Are there any interesting examples of shaders in pixel art-y games or is that not what they tend to be used for since they aren't 3d models?
there's plenty!! you can have a 2d pixel art game without any "shaders" other than the ones that just render sprites to the screen, but the second you start getting realtime lighting in there youre gonna need some shaders
you can put normal maps on your pixel art the same way 3d objects can have normal maps, and have it affected by lighting. here's an example from animal well!!
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also a big benefit of 2d is that you can do some really fancy lighting calculations and simulations that would be wayy more expensive to do in 3d. i have seen some gorgeous 2d game shaders . here's some i can remember offhand (animal well, celeste, acid knife, the last night, eastward)
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officialcreepypastareheated · 3 months ago
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with magma using a different rendering method my busted up pc will no longer be able to use it THEREFORE! i will now be using DrawPile or FlockMod to host our draw together sessions!
if yall got any suggestions lemme know! <3
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ladysaytenn · 11 months ago
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Trying out realtime multi-pass compositing in Blender 4.3, and this is a huge step forward for stylization! I have more control of the final look, and I get to see the changes without having to wait until the sun burns out for the image to render!
See this post for more context for the toon shading. I'll probably upload the node tree later.
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beyondthedawn · 3 months ago
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Behind the Stars, Beyond the Dawn: Session 1
TIMESTAMP: (25.10.5065u 2037 CrST)
PURPOSE: Ship's Log [NTS(USBS-R_12944)]
DISTRIBUTION: TAGS "NTS_LOGS", "USB_CENT_REC", "NMWS_CENT_REC"
MESSAGE TO FOLLOW:::
>//[NEA(NHP-THL_K3120)]:: "The Union Science Bureau Ship Nearer The Sun Than Is Advisable completed its journey—three years subjective, thirty years realtime—from New Madrassa to the planet of Asamitra, its first stop on a complete survey of the Watchers.
"Waking up the organic members of the crew from cryosleep went smoothly, and in no time all personnel were assembled to make contact with the Sehkni Research Station on the planet’s surface and its New Madrassan crew. Lahn Duul, a small, slight individual with rabbit-like body augmentations, and Edoa Mor, a more standard human, picked up the hail, and, after some deliberation and sharing of information with the crew of Nearer the Sun, figured out their first Mission: survey the cave system on the southern shore of Lake Abazas.
"Crew members Malice, Keta, Tulip, and Captain Tana Zorale took a lander down to the surface to greet the research station crew, only to quickly grow suspicious that all was not well here at the research station.
"Duul and Edoa were the only two members of the station staff present, and were evasive in their answers as to where the rest of the staff went. Both were running fevers, and their movements struck Malice, a physician for humans by training (though he is Egregorian himself), as concerning and abnormal.
"After altercations with Duul and Mor turned physical, two of Tulip’s subalterns were damaged and Keta was rendered temporarily unconscious. Luckily, Tulip’s remaining subalterns, Malice, and Captain Zorale succeeded in subduing Duul and Mor by locking them in stasis with Harrison Armory Pause/Lock devices. An unconscious Keta was tracked down to the back of a truck, where she had been taken by Duul, and quickly returned to consciousness by Malice. From Keta's location, the crew inferred that Duul and Mor likely planned to take Keta to the caves on the southern shore of Lake Abazas.
"Physical investigations of Duul and Mor revealed parasites, likely native to Asamitra, within both individuals affecting major body systems in the head and torso.
"Keta, Malice, Tulip, and Zorale quickly drove the IPS-N Lancaster they had brought with them in their lander to the southern shore of the lake, where Tulip and Zorale then searched for which cave they ought to investigate first. Zorale found evidence of human presence (a boot) at the mouth of one cave, and scans from Tulip’s specialized survey subaltern showed signs of computer activity, one potentially very large lifeform, several human-sized lifeforms, and many small lifeforms not too far into the cave.
"Now, our four brave crew members prepare to enter the cave and discover exactly what lies within…"
>//[NEA(NHP-THL_K3120)]:: END TRANSMISSION ===
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