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@mrvux
@noir_random
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Day 3-4 : 4 sided. Some abstract city in an abstract desert. Made with #flaretic, using written from scratch quadrilateral procedural modifiers (GPU based). Patch in reply, as well as small video showing the structure being built. #Nodevember #nodevember2021
Here we are again, 3 sided challenge for #nodevember2021 #nodevember . Single triangle input generating lot of other triangles, and a bunch of Tetras :) Procedural materials (scripted hlsl) Made with #flaretic (real time). Patch on reply tweet
Added smooth tangents generation in compute shader in #flaretic, no I can have normal map + tessellation out of the box on dynamic geometry (added a bit of post to make it look ok too) :)
Work in progress, integrating Flex particles solver into our built in particle system (we can still use all standard emitters and effectors while having more advanced simulation)
I finally decided to stream my #demoscene dev with #flaretic on #twitch, I'll post days and time here, first stream will be a breakdown of your revision demo
Geometry modifier pipeline improvements, integrating old features : per face predication functions, intermediate weight buffers to allow displacement blending. next bring back function library auto discovery #flaretic
Daily compute shader modifier pipeline improvements, accurate plane slicing added again, new edge to tube extruder #flaretic
Improving #alembic support in #flaretic, now support for point list as sprite source or particle emitter.
Work in progress for #alembic 3d format support. Handles vertex/point animations, local/global scene playback, and customizable preload (with async option obviously).
Besides multi platform export, #dotnetcore support also allows to boot a patch into some other "native" application engine, which allows some more obscure and experimental features, stay tuned, more info coming very soon!
Merry Christmas and some exciting news, our runtime now supports #dotnetcore 3 (which means there will be options to deploy to Linux / Raspberry PI as we also updated our #opengl renderer to have non ES version as well as ES3)
A small but useful #ui feature, marking a timeline track as loopable automatically mirrors first and last keyframe tangents.
Work in progress, layered effect units (with mask support), all with shader permutation optimizations #flaretic #compositing
As a never ending list of user interface improvements, it is now possible to save a patch snippet selection to file, and create it again in a couple of clicks. #ui
Drag drop is also of integrated with other editor features, so it's possible to drag and drop an animation clip into a patch to create playback node, or replace clip on existing instance #ux
It is now possible to drag any supported file onto the patch editor, if several nodes support the file type an option is then presented to you. Dragging file on existing node also replaces file name. #ux
Since was up for 3d sensors, also added #orbbec support in #flaretic . Could not find any docu or sample for the .net wrapper, but seems found my way through anyway, was quite straightforward ;)
Stereolabs Zed Camera support (textures and pose) now available in #flaretic
To further help visual understanding of your graph, there is also an option to highlight all dependencides from the selected node. #ui
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