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#metalrt — Public Fediverse posts

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

  1. This was a fun quick experiment:
    Using an old photo I took in the forest, I used ml-sharp to generate gaussian splats from it, voxelized it in my toy renderer, relit the scene dramatically.
    #rendeting #metalrt

  2. This was a fun quick experiment:
    Using an old photo I took in the forest, I used ml-sharp to generate gaussian splats from it, voxelized it in my toy renderer, relit the scene dramatically.
    #rendeting #metalrt

  3. This was a fun quick experiment:
    Using an old photo I took in the forest, I used ml-sharp to generate gaussian splats from it, voxelized it in my toy renderer, relit the scene dramatically.
    #rendeting #metalrt

  4. This was a fun quick experiment:
    Using an old photo I took in the forest, I used ml-sharp to generate gaussian splats from it, voxelized it in my toy renderer, relit the scene dramatically.
    #rendeting #metalrt

  5. Coloring a fractal is interesting in itself. Finding good colors is tricky. Applying them to the "right parts" is tricky.
    Here's a comparison of off-white vs a value that's displaced relative to the folding for each iteration (then mapped to a color ramp).
    #fractals #rendering #metalrt

  6. Coloring a fractal is interesting in itself. Finding good colors is tricky. Applying them to the "right parts" is tricky.
    Here's a comparison of off-white vs a value that's displaced relative to the folding for each iteration (then mapped to a color ramp).
    #fractals #rendering #metalrt

  7. Coloring a fractal is interesting in itself. Finding good colors is tricky. Applying them to the "right parts" is tricky.
    Here's a comparison of off-white vs a value that's displaced relative to the folding for each iteration (then mapped to a color ramp).
    #fractals #rendering #metalrt

  8. Coloring a fractal is interesting in itself. Finding good colors is tricky. Applying them to the "right parts" is tricky.
    Here's a comparison of off-white vs a value that's displaced relative to the folding for each iteration (then mapped to a color ramp).
    #fractals #rendering #metalrt

  9. Coloring a fractal is interesting in itself. Finding good colors is tricky. Applying them to the "right parts" is tricky.
    Here's a comparison of off-white vs a value that's displaced relative to the folding for each iteration (then mapped to a color ramp).
    #fractals #rendering #metalrt

  10. Render a fractal in 2 easy steps.
    1. Render a sphere.
    2. Render the rest of the... fractal.
    #rendering #metalrt

  11. Render a fractal in 2 easy steps.
    1. Render a sphere.
    2. Render the rest of the... fractal.
    #rendering #metalrt

  12. Render a fractal in 2 easy steps.
    1. Render a sphere.
    2. Render the rest of the... fractal.
    #rendering #metalrt

  13. Render a fractal in 2 easy steps.
    1. Render a sphere.
    2. Render the rest of the... fractal.
    #rendering #metalrt

  14. How to render a fractal in two easy steps:
    1. Render a fractal.
    2. Fold it into a fractal.
    #rendering #metalrt

  15. How to render a fractal in two easy steps:
    1. Render a fractal.
    2. Fold it into a fractal.
    #rendering #metalrt

  16. How to render a fractal in two easy steps:
    1. Render a fractal.
    2. Fold it into a fractal.
    #rendering #metalrt

  17. How to render a fractal in two easy steps:
    1. Render a fractal.
    2. Fold it into a fractal.
    #rendering #metalrt

  18. How to render a fractal in two easy steps:
    1. Render a fractal.
    2. Fold it into a fractal.
    #rendering #metalrt

  19. 1/15) 🧵 Breaking down a quick experiment: Simple but slow displacement for ray-traced triangles
    #MetalRT #rendering

    Top-left: Typical path-tracer with a simple triangle-based model.
    Other three: Same model input, with increasing displacement added while tracing the rays.

  20. 1/15) 🧵 Breaking down a quick experiment: Simple but slow displacement for ray-traced triangles
    #MetalRT #rendering

    Top-left: Typical path-tracer with a simple triangle-based model.
    Other three: Same model input, with increasing displacement added while tracing the rays.

  21. 1/15) 🧵 Breaking down a quick experiment: Simple but slow displacement for ray-traced triangles
    #MetalRT #rendering

    Top-left: Typical path-tracer with a simple triangle-based model.
    Other three: Same model input, with increasing displacement added while tracing the rays.

  22. 1/15) 🧵 Breaking down a quick experiment: Simple but slow displacement for ray-traced triangles
    #MetalRT #rendering

    Top-left: Typical path-tracer with a simple triangle-based model.
    Other three: Same model input, with increasing displacement added while tracing the rays.

  23. 1/15) 🧵 Breaking down a quick experiment: Simple but slow displacement for ray-traced triangles
    #MetalRT #rendering

    Top-left: Typical path-tracer with a simple triangle-based model.
    Other three: Same model input, with increasing displacement added while tracing the rays.

  24. Seanterelle's #Blender geometry node tutorial is fun to play with: youtu.be/1i8CbRqq6xQ
    The exported model is then rendered in my #MetalRT toy renderer.

  25. Seanterelle's #Blender geometry node tutorial is fun to play with: youtu.be/1i8CbRqq6xQ
    The exported model is then rendered in my #MetalRT toy renderer.

  26. Seanterelle's #Blender geometry node tutorial is fun to play with: youtu.be/1i8CbRqq6xQ
    The exported model is then rendered in my #MetalRT toy renderer.