Bepe @mrbepe.bsky.social · 15/08/2026That ship looks cool, aktually. Wingcommander / homeland style 010
Bepe @mrbepe.bsky.social · 14/08/2026Ohh, 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? 100
Bepe @mrbepe.bsky.social · 08/07/2026All the luck and success! This sounds so adventures and exciting 010
Bepe @mrbepe.bsky.social · 11/06/2026That looks already awesome. I wonder is it loosly related to this github.com/shinjiogaki/...github.comGitHub - shinjiogaki/nonlinear-ray-tracingContribute to shinjiogaki/nonlinear-ray-tracing development by creating an account on GitHub. 110
Bepe @mrbepe.bsky.social · 15/05/2026The size of the blocks lock like shader 16x16 or similar. Could it be a racecondition in shader threads writing to blocks without proper syncronisation? 100
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 000
Bepe @mrbepe.bsky.social · 26/04/2026It 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… 200
Bepe @mrbepe.bsky.social · 25/04/2026Really 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. 100
Bepe @mrbepe.bsky.social · 03/04/2026Dude! 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? 110
Bepe @mrbepe.bsky.social · 26/03/2026How 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. 000
Bepe @mrbepe.bsky.social · 14/02/2026Wow, 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? 100
Bepe @mrbepe.bsky.social · 14/02/2026Looks so good. Is that also real world behaviour with a camera and dof or do real world mirrow behave different? 200
Bepe @mrbepe.bsky.social · 11/02/2026Dude! You are a machine! Gives me total Black&White Game charm! Keep on rocking 010
Bepe @mrbepe.bsky.social · 17/01/2026Same here. This was so captivating! Cant wait for season 2 to air. 000
Bepe @mrbepe.bsky.social · 11/01/2026That is already awesome!. Which simulation methods are you using for collision and integration? 100
Bepe @mrbepe.bsky.social · 11/12/2025Epic! The teapod Configurator I always needed but never knew i did. 010
Bepe @mrbepe.bsky.social · 10/12/2025Hurray, @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 :) 141
Bepe @mrbepe.bsky.social · 25/11/2025May 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? 100
Bepe @mrbepe.bsky.social · 15/11/2025Wow, 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? 110
Bepe @mrbepe.bsky.social · 31/10/2025Oh, 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. 110
Bepe @mrbepe.bsky.social · 31/10/2025Wow, so cool you found the bugs. I am beginner when it comes to raytracing. I wonder for what the bitfields are used? 110
Bepe @mrbepe.bsky.social · 26/09/2025For 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. 020
Bepe @mrbepe.bsky.social · 07/09/2025I can imagine. Looks stunning. Are you willing to share how your algorithm roughly works? 120
Bepe @mrbepe.bsky.social · 04/09/20252/2 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. 020
Bepe @mrbepe.bsky.social · 04/09/20251/2 : ~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... 130