#metalrt — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #metalrt, aggregated by home.social.
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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 -
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 -
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 -
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 -
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 -
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 -
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 -
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 -
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 -
Render a fractal in 2 easy steps.
1. Render a sphere.
2. Render the rest of the... fractal.
#rendering #metalrt -
Render a fractal in 2 easy steps.
1. Render a sphere.
2. Render the rest of the... fractal.
#rendering #metalrt -
Render a fractal in 2 easy steps.
1. Render a sphere.
2. Render the rest of the... fractal.
#rendering #metalrt -
Render a fractal in 2 easy steps.
1. Render a sphere.
2. Render the rest of the... fractal.
#rendering #metalrt -
How to render a fractal in two easy steps:
1. Render a fractal.
2. Fold it into a fractal.
#rendering #metalrt -
How to render a fractal in two easy steps:
1. Render a fractal.
2. Fold it into a fractal.
#rendering #metalrt -
How to render a fractal in two easy steps:
1. Render a fractal.
2. Fold it into a fractal.
#rendering #metalrt -
How to render a fractal in two easy steps:
1. Render a fractal.
2. Fold it into a fractal.
#rendering #metalrt -
How to render a fractal in two easy steps:
1. Render a fractal.
2. Fold it into a fractal.
#rendering #metalrt -
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1/15) 🧵 Breaking down a quick experiment: Simple but slow displacement for ray-traced triangles
#MetalRT #renderingTop-left: Typical path-tracer with a simple triangle-based model.
Other three: Same model input, with increasing displacement added while tracing the rays. -
1/15) 🧵 Breaking down a quick experiment: Simple but slow displacement for ray-traced triangles
#MetalRT #renderingTop-left: Typical path-tracer with a simple triangle-based model.
Other three: Same model input, with increasing displacement added while tracing the rays. -
1/15) 🧵 Breaking down a quick experiment: Simple but slow displacement for ray-traced triangles
#MetalRT #renderingTop-left: Typical path-tracer with a simple triangle-based model.
Other three: Same model input, with increasing displacement added while tracing the rays. -
1/15) 🧵 Breaking down a quick experiment: Simple but slow displacement for ray-traced triangles
#MetalRT #renderingTop-left: Typical path-tracer with a simple triangle-based model.
Other three: Same model input, with increasing displacement added while tracing the rays. -
1/15) 🧵 Breaking down a quick experiment: Simple but slow displacement for ray-traced triangles
#MetalRT #renderingTop-left: Typical path-tracer with a simple triangle-based model.
Other three: Same model input, with increasing displacement added while tracing the rays. -
Seanterelle's #Blender geometry node tutorial is fun to play with: https://youtu.be/1i8CbRqq6xQ
The exported model is then rendered in my #MetalRT toy renderer. -
Seanterelle's #Blender geometry node tutorial is fun to play with: https://youtu.be/1i8CbRqq6xQ
The exported model is then rendered in my #MetalRT toy renderer. -
Seanterelle's #Blender geometry node tutorial is fun to play with: https://youtu.be/1i8CbRqq6xQ
The exported model is then rendered in my #MetalRT toy renderer. -
Playing with caustics in my toy offline renderer.
#MetalRT #rendering #caustics -
Playing with caustics in my toy offline renderer.
#MetalRT #rendering #caustics -
Playing with caustics in my toy offline renderer.
#MetalRT #rendering #caustics -
Playing with caustics in my toy offline renderer.
#MetalRT #rendering #caustics