victoria
@melonfolly.bsky.social
1.4K followers 140 following 930 posts
delicate, reveal me 🔞
Posts Media Videos Starter Packs
does calling u a bitch hit a double whammy? on account of youre also a dog
beat the depression today and made an actual healthy meal can i get a W in chat
british sexting be like "it'sa turgid knob, innit"
yea, so it goes. i think its largely that theres extremely common patterns of problems people need to solve, and when you have a problem which is adjacent to one, but not the same, its 10x harder to find solutions.
need to get the screen space bounding box of an object and every post online is dead wrong. "just convert the points to screen space" fails horribly when the object is partially offscreen, or worse, partially behind the player.

ive resorted to Sutherland–Hodgman but its so expensive. help......
"I am become faggot, debaser of self" - Popperheimer
learned even more cursed things about shader formats which let us use the remaining bit. its so scuffed
any graphics programmers wanna try to make sense of this
bit magic with 2 and 13
this was a wild ride to solve. gpus can easily flush a denormalized float and we need to treat this data as literal bits. starting with 2 as a float ensures that we never produce denormalized floats

so we took the L and sacrificed a bit to the 2 god
any graphics programmers wanna try to make sense of this
bit magic with 2 and 13
riding that shit in an agreeable manner
my bitch signed me up for an app called Ruffle.. next thing i know im drinking out of a bowl
and these messages... they're referred to as "skeets"?
Star Trek TNG's Data laying on a couch speaking to Sigmund Freud
all timer post, I remember seeing the bans pile up lmao. he still posts on the new forum too
i know whats wrong with it aint got no gas in it
destroyed car for ultrakill
i misspelled right. oops
you can mitigate the worst of it by using the Specular workflow instead of the Metalness workflow but to some extent it will always exist unless you use layering
most game engines use the left because its cheap, most films use the right because its correct. in the last few years unreal has moved to strata or whatever theyre calling it these days, which is a layered approach that also lets you do lots of cool special things like pearlescence.
but thats expensive because you have to render two PBR shaders and then blend. the result here is akin to "this pixel contains 50% pure metallic and 50% pure nonmetallic microfacets".

its a difficult distinction to describe but its really obvious looking at the results.
two rusted spheres. the left shows the cheap approach of blending textures. it results in light rim-like artifacts where rust and metal transition. the right shows the layered approach with no artifacts
theres two approaches, one is correct. the cheap way is to blend the inputs (textures), IE "every facet in this pixel is *both* 50% reflective and 50% diffuse at the same time". such a material does not exist in real life. the correct way is to shade two pure materials separately and blend after.
the short version is i was breaking down how physically based materials work: surfaces are made of microscopic facets. these facets can be for ex metal or plastic, but theyre always a "pure" material. but you obviously need to blend sometimes, like between clean metal and rust.
i was cooking with the discord names in 2019
a post from me circa 2019 with the username Arisen Cleetus Magi of the Light. the post itself is some bullshit about shader coding
well. it's all fallen apart.
oh no that sounds so disappointing
first time doing fish and chips. homemade tartar sauce is way better than anything u can buy
fish and chips