Flaretic's profile picture. Visual Authoring Environment

Flaretic

@Flaretic

Visual Authoring Environment

Joined June 2017
Similar User
mrvux's profile picture. Interactive installations designer/programmer
Computer graphics
Digital/Generative Art
Demoscene

@mrvux

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@noir_random

vadim_smakhtin's profile picture. Head of Product at @sovereignnature. PhD candidate at University of Innsbruck (SLL, IOUD). @ephemera_one co-founder. Past: @habidatum, @mathrioshka.

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Flaretic Reposted

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

mrvux's tweet image. 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

Flaretic Reposted

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

mrvux's tweet image. 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

Flaretic Reposted

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) :)

mrvux's tweet image. 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)


Flaretic Reposted

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


Flaretic Reposted

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

mrvux's tweet image. 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

Flaretic Reposted

Daily compute shader modifier pipeline improvements, accurate plane slicing added again, new edge to tube extruder #flaretic

mrvux's tweet image. Daily compute shader modifier pipeline improvements, accurate plane slicing added again, new edge to tube extruder #flaretic
mrvux's tweet image. Daily compute shader modifier pipeline improvements, accurate plane slicing added again, new edge to tube extruder #flaretic

Flaretic Reposted

Adding support for #nuitrack in #flaretic . Depth/Color/User textures and Skeleton support done.

mrvux's tweet image. Adding support for #nuitrack in #flaretic . Depth/Color/User textures and Skeleton support done.

Flaretic Reposted

Improving #alembic support in #flaretic, now support for point list as sprite source or particle emitter.

mrvux's tweet image. 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.


Flaretic Reposted

Work in progress, layered effect units (with mask support), all with shader permutation optimizations #flaretic #compositing

mrvux's tweet image. 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


Flaretic Reposted

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 ;)

mrvux's tweet image. 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 ;)

Flaretic Reposted

Stereolabs Zed Camera support (textures and pose) now available in #flaretic

mrvux's tweet image. 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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