R H @flinflonimation.bsky.social · 04/10/2026I think I fixed an obscure rendering bug in Godot. (You would only encounter it if you used BONE_INDICES in a shader on a mesh that has ARRAY_FLAG_USE_8_BONE_WEIGHTS set.) Demonstrated here, these cubes are supposed to look the same, with each face bound to one bone, not stripes along two faces. 110
R H @flinflonimation.bsky.social · 01/10/2026Where it fails is not all my camera angles were solved so there's major gaps in coverage. I tried photographing on plexiglass to get a view of the bottom but I guess Meshroom didn't recognize that as the same thing. 010
R H @flinflonimation.bsky.social · 01/10/2026Okay, took another run at texturing from photogrammetry. Since I have cameras aligned with the photos I can project multiple UVs from each camera view and then in the shader blend between each of those based on masks. Then I can texture paint the masks to blend between different angles. 120
R H @flinflonimation.bsky.social · 30/09/2026Also tried out some audio stuff in Godot, but I don't know what I'm doing with audio compared to visuals. Bluesky doesn't have express support for audio files so I'm trying a video file. 011
R H @flinflonimation.bsky.social · 29/09/2026Tried out a couple more photogrammetry objects. I thought I was being clever shooting these on glass to get a view of the bottom but I think the reflections kept messing with the solve. 000
R H @flinflonimation.bsky.social · 26/09/2026Okay, I went through a process of making a low-poly mesh based on Meshroom photogrammetry. There's some parts of the texture that could use cleaning up, but I think I've got the hang of the process. 120
R H @flinflonimation.bsky.social · 22/09/2026On the down-side, project UVs won't account for the offset and scale, which undermines my goal with this approach. I liked the idea of manually making a low-poly mesh and then projecting the photos from the position the photo was really taken. 100
R H @flinflonimation.bsky.social · 22/09/2026From further tests in Blender, it has something to do with camera settings or how Blender displays images. If I overlay images on generated mesh, they don't line up. If I offset and scale the image until they do line up, then aligning points from different camera angles starts to work. 100
R H @flinflonimation.bsky.social · 22/09/2026Hmm. Tried using the source images as backgrounds for the cameras in Blender, and manually identifying an intersecting point on the monkey's left eye. But maybe these camera positions aren't accurate, because aligning it for two of them doesn't converge at the right spot for the third camera. 100
R H @flinflonimation.bsky.social · 21/09/2026I did another test with boxes spaced 1 meter apart down a hallway, and it did display evenly-spaced planes where they should be. So maybe the monkey is just smaller than I could be precise. I was doing photogrammetry with only three photos. 110
R H @flinflonimation.bsky.social · 21/09/2026This is from me trying to get position from Meshroom depth and camera positions but my math must still be off or I think they'd overlap better. 120
R H @flinflonimation.bsky.social · 10/09/2026Tried out some photogrammetry on a pepper but it only managed to get the stem. I deliberately had a plain white background so I could try out the masking in Meshroom, but that might have also have lead to it having insufficient tracking points. 000
R H @flinflonimation.bsky.social · 31/08/2026I gave it a more YouTubey thumbnail with a pointing arrow. 161
R H @flinflonimation.bsky.social · 30/08/2026Thinking how this flashlight beam works. Like obviously the dither/airbrush texture but like the beam isn’t just a consistent gradient but it darkens slightly where it transitions to the surface. How do you decide on doing something like that. 050
R H @flinflonimation.bsky.social · 28/08/2026This is not a particle system. This is just a mesh with a shader. I’m making a video about it now. 1100
R H @flinflonimation.bsky.social · 16/08/2026Tried out Captain Kirk dramatic lighting. Again this isn’t realistic lighting. The position of the cookie texture and light direction used to test normals are unrelated. The direction of the cast shadow is also unrelated. 000
R H @flinflonimation.bsky.social · 16/08/2026Also been playing with some fake light shaders. I’m starting to think they might be useful as tools for making Steam capsule art? Like grab a bunch of 3D models from your game and pose them. 230
R H @flinflonimation.bsky.social · 16/08/2026I’ll have to make a proper animation for this guy for a demo because the whole point of doing it this way was to update for current pose. Compared to the Create Emmission Points From Node action which only works for a fixed mesh. 011
R H @flinflonimation.bsky.social · 16/08/2026Particle man. Renders 4096 positions on the mesh in a subviewport and uses that as an emission point texture on the particle process material. 290
R H @flinflonimation.bsky.social · 15/08/2026Rough edge on a fake lens flare in an anime to make it match the style of the background images. 000
R H @flinflonimation.bsky.social · 12/08/2026There we go. I did need to do gamma correction to scale correctly. At the bottom that barcode looking thing is what I’m rendering to the Emission Point Texture. 010
R H @flinflonimation.bsky.social · 12/08/2026I had to fix some issues with my mesh generation. Little guy shows I’ve fixed that. Big guy shows scale and values out of range are still a problem. 100
R H @flinflonimation.bsky.social · 12/08/2026Okay in practice the skinned particle emission is fighting me. Possible things I might still need to work around are scaling, something applying gamma curves to values I want to stay linear, and losing negative values. 100
R H @flinflonimation.bsky.social · 11/08/2026Oh neat thing here with this overlaid shader you can see the UV map change with the LOD. 110
R H @flinflonimation.bsky.social · 11/08/2026Trying out some fake lighting shaders. You add each “light” as a material overlay on the mesh, and give a normal direction and scale and multiply it with a gradient, so it feels nice to tweak all this for a single shot, but might not make sense for a whole game. 110
R H @flinflonimation.bsky.social · 02/08/2026They attribute this Children’s Magjongg as circa 1920 but in terms of graphical vibes that feels wrong. I would hav guessed 1950 or so or have I missed some earlier work I’m ignoring? 100
R H @flinflonimation.bsky.social · 01/08/2026Watching The Barbarians and there’s some good goofy fantasy costumes here. 000
R H @flinflonimation.bsky.social · 29/07/2026Similar to the problem I had with Texture3D, if you use Angelcode BMFont In Godot there’s no fix Alpha Border import option so you can get this white halo if you use linear filter. 130
R H @flinflonimation.bsky.social · 21/07/2026I think I’ve corrected for the inconsistent line thickness by multiplying by the ratio of the delta length over the Manhattan length. 010
R H @flinflonimation.bsky.social · 19/07/2026Used a two-bone rig on some text mesh and then you can scale one bone to make fake perspective. 020
R H @flinflonimation.bsky.social · 18/07/2026Experiment using something like three SDFs packed into rgb channels. It does allow for the lineart to keep consistent width when stretching the mesh but the line varies in thickness based I think on whether you’re crossing multiple channels. 140
R H @flinflonimation.bsky.social · 18/07/2026You see my problem. Using a 3x3x3 lookup table as a Texture3D where some of those pixels are transparent causes me some trouble. 100
R H @flinflonimation.bsky.social · 12/07/2026This is what I was after. It rigs and skins a mesh to eight bones positioned at the corners of its bounding box, so you can skew it arbitrarily by moving those bones. 130
R H @flinflonimation.bsky.social · 12/07/2026Accidentally made a cool distorted text tool. I guess technically I wanted to distort text but not in this exact way. 030
R H @flinflonimation.bsky.social · 07/07/2026Tried a version where I bake a second shape into the 3D texture. Just using vertex proximity rather than colliders, so it’s kind of hollow. 020