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#iolite — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #iolite, aggregated by home.social.

  1. Pierre Lanari (Univ. Lausanne), a Mineralogical Society of America @mineralsocamerica.bsky.social Distinguished Lecturer, presented advancements in constraining the rates of metamorphic reactions, enabled by clever application of element mapping, diffusion modelling and development of freely available software.

    A beautifully illustrated, clearly explained talk!

  2. Pierre Lanari (Univ. Lausanne), a Mineralogical Society of America @mineralsocamerica.bsky.social Distinguished Lecturer, presented advancements in constraining the rates of metamorphic reactions, enabled by clever application of element mapping, diffusion modelling and development of freely available software.

    A beautifully illustrated, clearly explained talk!

    #Lausanne #UniversityLausanne #MineralSocAmerica #McGillUniversity #Metamorphism #Geology #XMapTools #Iolite

  3. Pierre Lanari (Univ. Lausanne), a Mineralogical Society of America @mineralsocamerica.bsky.social Distinguished Lecturer, presented advancements in constraining the rates of metamorphic reactions, enabled by clever application of element mapping, diffusion modelling and development of freely available software.

    A beautifully illustrated, clearly explained talk!

    #Lausanne #UniversityLausanne #MineralSocAmerica #McGillUniversity #Metamorphism #Geology #XMapTools #Iolite

  4. Pierre Lanari (Univ. Lausanne), a Mineralogical Society of America @mineralsocamerica.bsky.social Distinguished Lecturer, presented advancements in constraining the rates of metamorphic reactions, enabled by clever application of element mapping, diffusion modelling and development of freely available software.

    A beautifully illustrated, clearly explained talk!

    #Lausanne #UniversityLausanne #MineralSocAmerica #McGillUniversity #Metamorphism #Geology #XMapTools #Iolite

  5. Pierre Lanari (Univ. Lausanne), a Mineralogical Society of America @mineralsocamerica.bsky.social Distinguished Lecturer, presented advancements in constraining the rates of metamorphic reactions, enabled by clever application of element mapping, diffusion modelling and development of freely available software.

    A beautifully illustrated, clearly explained talk!

    #Lausanne #UniversityLausanne #MineralSocAmerica #McGillUniversity #Metamorphism #Geology #XMapTools #Iolite

  6. Deepen your psychic connection with one of our Iolite Tumbled Gemstones. Known as the Stone of Vision, one of these beautiful gemstones can help you find your way through the astral realm or to help open your Third Eye.

    inkedgoddesscreations.com/prod
    #Iolite #Psychic #Vision #ThirdEye #Intuition

  7. Deepen your psychic connection with one of our Iolite Tumbled Gemstones. Known as the Stone of Vision, one of these beautiful gemstones can help you find your way through the astral realm or to help open your Third Eye.

    inkedgoddesscreations.com/prod
    #Iolite #Psychic #Vision #ThirdEye #Intuition

  8. Deepen your psychic connection with one of our Iolite Tumbled Gemstones. Known as the Stone of Vision, one of these beautiful gemstones can help you find your way through the astral realm or to help open your Third Eye.

    inkedgoddesscreations.com/prod
    #Iolite #Psychic #Vision #ThirdEye #Intuition

  9. Toying around with some simple, stylized volumetric clouds. 8 samples per pixel, starting positions jittered using a uniform Halton seq. and (per-pixel) blue noise.

    #iolite #gamedev #indiedev #voxels

  10. Toying around with some simple, stylized volumetric clouds. 8 samples per pixel, starting positions jittered using a uniform Halton seq. and (per-pixel) blue noise.

    #iolite #gamedev #indiedev #voxels

  11. Toying around with some simple, stylized volumetric clouds. 8 samples per pixel, starting positions jittered using a uniform Halton seq. and (per-pixel) blue noise.

    #iolite #gamedev #indiedev #voxels

  12. Toying around with some simple, stylized volumetric clouds. 8 samples per pixel, starting positions jittered using a uniform Halton seq. and (per-pixel) blue noise.

    #iolite #gamedev #indiedev #voxels

  13. Toying around with some simple, stylized volumetric clouds. 8 samples per pixel, starting positions jittered using a uniform Halton seq. and (per-pixel) blue noise.

    #iolite #gamedev #indiedev #voxels

  14. I worked on many optimizations and visual improvements in the last two weeks.

    The "low-spec" real-time GI, which is "just" ray-traced skylight occlusion using the cheapest BVH code path, now adds a single bounce from the lighting buffer if the reprojected hit is close enough; it adds some lovely details to the image basically for free.

    #iolite #gamedev #indiedev #voxels

  15. I worked on many optimizations and visual improvements in the last two weeks.

    The "low-spec" real-time GI, which is "just" ray-traced skylight occlusion using the cheapest BVH code path, now adds a single bounce from the lighting buffer if the reprojected hit is close enough; it adds some lovely details to the image basically for free.

    #iolite #gamedev #indiedev #voxels

  16. I worked on many optimizations and visual improvements in the last two weeks.

    The "low-spec" real-time GI, which is "just" ray-traced skylight occlusion using the cheapest BVH code path, now adds a single bounce from the lighting buffer if the reprojected hit is close enough; it adds some lovely details to the image basically for free.

    #iolite #gamedev #indiedev #voxels

  17. I worked on many optimizations and visual improvements in the last two weeks.

    The "low-spec" real-time GI, which is "just" ray-traced skylight occlusion using the cheapest BVH code path, now adds a single bounce from the lighting buffer if the reprojected hit is close enough; it adds some lovely details to the image basically for free.

    #iolite #gamedev #indiedev #voxels

  18. I worked on many optimizations and visual improvements in the last two weeks.

    The "low-spec" real-time GI, which is "just" ray-traced skylight occlusion using the cheapest BVH code path, now adds a single bounce from the lighting buffer if the reprojected hit is close enough; it adds some lovely details to the image basically for free.

    #iolite #gamedev #indiedev #voxels

  19. Generalized the extrude tool's functionality and used it to create a tool for quickly authoring "voxel grass".

    #gamedev #indiedev #voxel #iolite

  20. Generalized the extrude tool's functionality and used it to create a tool for quickly authoring "voxel grass".

    #gamedev #indiedev #voxel #iolite

  21. Generalized the extrude tool's functionality and used it to create a tool for quickly authoring "voxel grass".

    #gamedev #indiedev #voxel #iolite

  22. Generalized the extrude tool's functionality and used it to create a tool for quickly authoring "voxel grass".

    #gamedev #indiedev #voxel #iolite

  23. Generalized the extrude tool's functionality and used it to create a tool for quickly authoring "voxel grass".

    #gamedev #indiedev #voxel #iolite

  24. Spent some time cleaning up the code and added more missing bits and pieces, like mirrored extruding and moving of voxels.

    #iolite #gamedev #indiedev #voxels

  25. Spent some time cleaning up the code and added more missing bits and pieces, like mirrored extruding and moving of voxels.

    #iolite #gamedev #indiedev #voxels

  26. Spent some time cleaning up the code and added more missing bits and pieces, like mirrored extruding and moving of voxels.

    #iolite #gamedev #indiedev #voxels

  27. Spent some time cleaning up the code and added more missing bits and pieces, like mirrored extruding and moving of voxels.

    #iolite #gamedev #indiedev #voxels

  28. Spent some time cleaning up the code and added more missing bits and pieces, like mirrored extruding and moving of voxels.

    #iolite #gamedev #indiedev #voxels

  29. It seems like non-uniformly scaled voxel shapes are great for blocking out worlds. :)

    The video also shows some progress on the tooling side, like the new extrude tool.

    #iolite #gamdev #indiedev #voxels

  30. It seems like non-uniformly scaled voxel shapes are great for blocking out worlds. :)

    The video also shows some progress on the tooling side, like the new extrude tool.

    #iolite #gamdev #indiedev #voxels

  31. It seems like non-uniformly scaled voxel shapes are great for blocking out worlds. :)

    The video also shows some progress on the tooling side, like the new extrude tool.

    #iolite #gamdev #indiedev #voxels

  32. It seems like non-uniformly scaled voxel shapes are great for blocking out worlds. :)

    The video also shows some progress on the tooling side, like the new extrude tool.

    #iolite #gamdev #indiedev #voxels

  33. It seems like non-uniformly scaled voxel shapes are great for blocking out worlds. :)

    The video also shows some progress on the tooling side, like the new extrude tool.

    #iolite #gamdev #indiedev #voxels

  34. Thanks to the new C API and plugin system, I've moved parts of the development to the open.

    I'm currently building a plugin for editing "voxel shapes" in the editor, which will be helpful for quickly making assets or blocking out worlds.

    Next up: Region-based tooling (extruding, magic wand for selection, etc.) and a stamp tool.

    #iolite #gamedev #indiedev #voxels

  35. Thanks to the new C API and plugin system, I've moved parts of the development to the open.

    I'm currently building a plugin for editing "voxel shapes" in the editor, which will be helpful for quickly making assets or blocking out worlds.

    Next up: Region-based tooling (extruding, magic wand for selection, etc.) and a stamp tool.

    #iolite #gamedev #indiedev #voxels

  36. Thanks to the new C API and plugin system, I've moved parts of the development to the open.

    I'm currently building a plugin for editing "voxel shapes" in the editor, which will be helpful for quickly making assets or blocking out worlds.

    Next up: Region-based tooling (extruding, magic wand for selection, etc.) and a stamp tool.

    #iolite #gamedev #indiedev #voxels

  37. Thanks to the new C API and plugin system, I've moved parts of the development to the open.

    I'm currently building a plugin for editing "voxel shapes" in the editor, which will be helpful for quickly making assets or blocking out worlds.

    Next up: Region-based tooling (extruding, magic wand for selection, etc.) and a stamp tool.

    #iolite #gamedev #indiedev #voxels

  38. Thanks to the new C API and plugin system, I've moved parts of the development to the open.

    I'm currently building a plugin for editing "voxel shapes" in the editor, which will be helpful for quickly making assets or blocking out worlds.

    Next up: Region-based tooling (extruding, magic wand for selection, etc.) and a stamp tool.

    #iolite #gamedev #indiedev #voxels

  39. I am spending some time bringing IOLITE's (offline) GPU path tracer up to speed. I added depth of field with various bokeh shapes, support for water planes, and more.

    #iolite #gamedev #inidiedev #voxel

  40. I am spending some time bringing IOLITE's (offline) GPU path tracer up to speed. I added depth of field with various bokeh shapes, support for water planes, and more.

    #iolite #gamedev #inidiedev #voxel