Kenny Paulnocchio
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kenny-pauls.bsky.social
Kenny Paulnocchio
@kenny-pauls.bsky.social
He/him, Tech artist, Nubile Tinkerer
Artstation.com/kpfriesen
The work I'm doing right now isn't really anywhere close to an interesting visual state but here are some of my favorite reduction fired bowls from the last year. #ceramics #pottery
September 14, 2025 at 4:43 PM
Reposted by Kenny Paulnocchio
smoky mountain finds

#minolta X-500
MD W.Rokkor 35mm f2.8 with extension tube
on Vision3 250D

#believeinfilm #filmphotography
May 3, 2025 at 5:01 PM
I need to have harsh words with whichever Bloodborne fan got their hands on an exotic, wish granting relic about both specificity and the trappings of irony.
April 2, 2025 at 7:02 PM
Multi room masking now (I only have the one demo room I made last week 🥴). I also tweaked the projection so the same wall always faces the back and the texture only uses 3 walls.
February 17, 2025 at 10:45 AM
Reworked my UV math to get texture projection working properly and finally working with demo textures. Next up masking for randomly assigning room textures. Also maybe a new system for rendering out interior textures for more convincing projections.
February 17, 2025 at 7:28 AM
With the Lies of P DLC on the horizon I'd like to see more Korean and Italian collaborations. This is the only one I'm aware of and obviously the countries had some synergy that puts them on a whole new level.
February 13, 2025 at 2:24 AM
Still writing godot shader node addons. Workshopping a parallax interior mapping setup now. I have to figure out how much I want to make it extensible vs how much behavior I want to enforce which is an interesting tradeoff.
February 11, 2025 at 7:45 AM
Playing with the controls on a custom height blend node in #Godot visual shaders. This one is a simple heightblend that generates a blend mask from 2 height textures and some fine tuning controls.
February 9, 2025 at 9:10 AM
Fun to see the Jeff awards cycle up this year since I'm in the credits for a nominee. A little bittersweet when they laid me off this summer but now I can follow the results as a dispassionate observer.
December 12, 2024 at 10:57 PM
Rendering 3D objects with a pixelart shader. I could write a custom script using a looping timer to update the render target every iteration or I could set an auto looping animation player to set the render_target_update_mode to once at the beginning and set the duration to the desired FPS.
December 10, 2024 at 12:02 AM
I've been thinking about optimizations for my #godot clouds for a while. Currently experimenting with FSR upscaling for a cloud viewport I write transmittance and depth data to, and then do actual depth sorting and coloring when I pull that viewport texture. Below Native, Bilinear Filtering and FSR.
December 9, 2024 at 3:47 AM
Still chipping away at #Nodevember2024 I'm doing like 3 other challenges this month with friends but I came back for the dwarf forge prompt because I love dwarves and I love #materialmaker. I just need to find out how people make their graphs not a horrible tangle.
November 19, 2024 at 6:29 AM
Finally dug out an animated screencap of some volumetric clouds I built in #godot This was my first attempt at raymarching anything other than distance fields. It's still not 100% where I want it for performance but I'm happy with the visuals
November 17, 2024 at 1:13 AM
Nodevember exploit. "Why yes this was all built in a visual shader editor."
November 2, 2024 at 9:26 PM
Changes afoot in the short form post world. Could be time to bow out of social media in general but if this is the place to be, I'm an underemployed tech artist formerly of Bungie, focused on shaders and procedural world building. Big into FOSS gamedev tools. Most of my work is made in #godot
October 18, 2024 at 7:12 AM