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Bepe

@mrbepe.bsky.social
47 followers 184 following 99 posts
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Bepe @mrbepe.bsky.social · 01/09/2026
Wow this is just beutyfull composition and lighting
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Bepe @mrbepe.bsky.social · 20/08/2026
This is the way!
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Bepe @mrbepe.bsky.social · 16/08/2026
Fantastic!
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Bepe @mrbepe.bsky.social · 15/08/2026
That ship looks cool, aktually. Wingcommander / homeland style
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Bepe @mrbepe.bsky.social · 14/08/2026
Ohh, so if a ray hits the boundary surface with an angle more shallow than ~44° than it reflects. Even if it is already inside the head or outside? Did i got it right?
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Bepe @mrbepe.bsky.social · 13/08/2026
With TIR on the screen left? For what does TIR stand for?
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Bepe @mrbepe.bsky.social · 08/08/2026
Ohhh whoop, i am very excited !!!!
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Bepe @mrbepe.bsky.social · 11/07/2026
Wow. What good times
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Bepe @mrbepe.bsky.social · 08/07/2026
All the luck and success! This sounds so adventures and exciting
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Bepe @mrbepe.bsky.social · 16/06/2026
That face deformation looks really bonkers! Fantastic
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Bepe @mrbepe.bsky.social · 11/06/2026
That looks already awesome. I wonder is it loosly related to this github.com/shinjiogaki/...
github.com
GitHub - shinjiogaki/nonlinear-ray-tracing
Contribute to shinjiogaki/nonlinear-ray-tracing development by creating an account on GitHub.
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Bepe @mrbepe.bsky.social · 09/06/2026
As a german i really love this yaCHt post.
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Bepe @mrbepe.bsky.social · 29/05/2026
This is the best thing i saw in a long long time. Perfect!
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Bepe @mrbepe.bsky.social · 15/05/2026
The size of the blocks lock like shader 16x16 or similar. Could it be a racecondition in shader threads writing to blocks without proper syncronisation?
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Bepe @mrbepe.bsky.social · 26/04/2026
… you never even have to lift your left hand nor move a whole lot the mouse. Old School Modelling than becomes very fluid
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Bepe @mrbepe.bsky.social · 26/04/2026
It is a on right click star menu that pops of on you cursor position. It is sensitive to the component (vert, edge, face ) you have currently active and shows specialized functions. These even vary if you use shift and ctrl with them. Once you figured them. It becomes muscel mem and while modeling…
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Bepe @mrbepe.bsky.social · 25/04/2026
Really cool. I love how the helping plane is drawn and easy to manipulate. In general i love peoples own take on Modellingtools. Reminds me too of Maya Retopo. Do you plan a full Shortcut + something like Maya Star Menu workflow. For me that is a most fluid Modelling Workflow i ever experienced.
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Bepe @mrbepe.bsky.social · 18/04/2026
Looks so stunning. Can't wait to see it in motion.
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Bepe @mrbepe.bsky.social · 07/04/2026
Wow. Amazing ! This looks so good.
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Bepe @mrbepe.bsky.social · 05/04/2026
Wow, this is absolutely fantastic.
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Bepe @mrbepe.bsky.social · 03/04/2026
Dude! this is so inspirational! Is the athmosphere and clouds analytic method and the shader in the sphere you do stochastic? Or other way around? How is your technical aproach if multiple volumes overlap?
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Bepe @mrbepe.bsky.social · 26/03/2026
How many thoughts must have gone into this will gasping this scene to paint. How big of a connection maybe deeper than an ocean just between the shallow water, the flower, the painter and the stone.
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Bepe @mrbepe.bsky.social · 23/03/2026
😆
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Bepe @mrbepe.bsky.social · 14/02/2026
Wow, So cool. Would you willing to share more details about how your denoiser works? What kind of algorithm you use for the prefilter for example?
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Bepe @mrbepe.bsky.social · 14/02/2026
Looks so good. Is that also real world behaviour with a camera and dof or do real world mirrow behave different?
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Bepe @mrbepe.bsky.social · 11/02/2026
Dude! You are a machine! Gives me total Black&White Game charm! Keep on rocking
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Bepe @mrbepe.bsky.social · 04/02/2026
Wow! This is very very impressive
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Bepe @mrbepe.bsky.social · 17/01/2026
Same here. This was so captivating! Cant wait for season 2 to air.
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Bepe @mrbepe.bsky.social · 11/01/2026
That is already awesome!. Which simulation methods are you using for collision and integration?
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Bepe @mrbepe.bsky.social · 11/12/2025
I love the history on the page as well.
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Bepe @mrbepe.bsky.social · 11/12/2025
Epic! The teapod Configurator I always needed but never knew i did.
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Bepe @mrbepe.bsky.social · 10/12/2025
Hurray, @lisyarus.bsky.social I got so inspired by your game landscapes and worked hard to get also dividing of the terrain in chunks and support for alot of instances. Not near your level of scale but happy trees anyways :)
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Bepe @mrbepe.bsky.social · 30/11/2025
Lighting Artists love these features 👏
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Bepe @mrbepe.bsky.social · 30/11/2025
Hurray! 😃
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Bepe @mrbepe.bsky.social · 25/11/2025
May I ask how you do the double to camera relative float conversion on a higher level? Do you push doubles to GPU und than calculate camera relative? do you do it before accerlation structures update?
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Bepe @mrbepe.bsky.social · 22/11/2025
Visually Stunning !
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Bepe @mrbepe.bsky.social · 15/11/2025
Wow, that is some advanced stuff. Would you go into detail what the colors represent. Is every location with same color ok to use values stored in the reservoir?
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Bepe @mrbepe.bsky.social · 13/11/2025
Wow. Looks coool
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Bepe @mrbepe.bsky.social · 10/11/2025
Are you willing to share what your dream game would be?
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Bepe @mrbepe.bsky.social · 31/10/2025
Oh, thanks for the detailed explaination. I hope to grasp more about it one day. Do you handle each triangle as ists own lightsource? The packing is also very interesting to keep ray payload data small. I assume.
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Bepe @mrbepe.bsky.social · 31/10/2025
Wow, so cool you found the bugs. I am beginner when it comes to raytracing. I wonder for what the bitfields are used?
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Bepe @mrbepe.bsky.social · 31/10/2025
Incredible!
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Bepe @mrbepe.bsky.social · 07/10/2025
LGR Channel is sooo good!
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Bepe @mrbepe.bsky.social · 03/10/2025
gorgeous
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Bepe @mrbepe.bsky.social · 26/09/2025
For me Hayao Miyazaki puts these words in pictures on screen when he shows, small everyday actions in moments of silience in his films. Maybe something that fills them with life so much.
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Bepe @mrbepe.bsky.social · 19/09/2025
🤣
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Bepe @mrbepe.bsky.social · 18/09/2025
Wow this is super interesting article.
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Bepe @mrbepe.bsky.social · 07/09/2025
I can imagine. Looks stunning. Are you willing to share how your algorithm roughly works?
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Bepe @mrbepe.bsky.social · 04/09/2025
2/2 On moving objects like characters the issue is very visible even if they are deformed only by one or 2 math ops. On hair or cloth it is a nightmare. Most of the time with huge sets we resort to have the action shot by shot play out near the coordinate center. Offsetting everything.
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Bepe @mrbepe.bsky.social · 04/09/2025
1/2 : ~100k, that is the magic number. With floating point precision with this distances, it indeed will be an issue. In Animation movie production we face the same problem. Geometry Caches exported from Characters will be unstable. In static geometry the issue is not visible...
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