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
Cool to see more of your videos popping up! They were probably some of the most influential content that got me into shader programming back in the day. My first big project at my last job was actually implementing better compression options for SDF based Glyph textures.
September 14, 2025 at 4:28 PM
My dad's been driving his '99 ranger for 16 years now and every time he asks his mechanic what he should look for as an upgrade they tell him it's irreplaceable and he couldn't possibly do better.
May 30, 2025 at 8:40 PM
Honestly as fun as it is to build out flashy effects as custom nodes, I need to fill out my library with more simple point to planes or custom blends. I get way more mileage out of a quick and dirty operation that saves me 3 nodes than some whitepaper I copied into node form.
February 11, 2025 at 8:17 AM
I have all the math in place for changing room scale and I can source separate textures for floor/walls/ceiling or tile them into a single texture file. It's tempting to add fine grained controls for everything but part of the appeal of using prebuilt systems is that they give you a workflow.
February 11, 2025 at 7:48 AM
simplex noise mask versus height mask. I wrote my first height based mask shader almost half a decade ago but it's still so satisfying it'll never get old.
February 9, 2025 at 9:14 AM
Ever since I started working on projects with others, if a shader function gets messy I just write custom node for it. Not everything can be a uniform and if someone else has to hop in my nodes it's way nicer if it's a self explanatory chain of node functions rather than a spaghetti nest.
February 9, 2025 at 9:13 AM
Are you aware of any projects that use the index drivers as standalone headphones? I found a reddit post where someone pulled off a pretty good looking build but audio related stuff is uncharted waters for me so I don't know much of that space.
January 1, 2025 at 9:01 AM
Hmmm every time I try to show the specifics of something I'm working on low frame rates or compression kind of obscure the details. I suppose posting small visual details in engine is an art form.
December 10, 2024 at 4:15 AM
If I wanted to really illustrate this I'd have uploaded video but last time I tried that compression crunched everything way past the noticeable point for scaling artifacts so people will have to trust me that it looks way better lol.
December 9, 2024 at 3:53 AM
I'll have to move some depth sorting code and rewrite a couple things but my biggest grip with bilinear texture upscaling on post processed volumetrics is the obvious artifacts on boundaries. FSR gives much cleaner edges and seems well suited towards the cloud usecase but more testing is required.
December 9, 2024 at 3:51 AM
I've made a couple. I'm not the fanciest material artist but I just used shape and transform nodes to block out masks and then was off to the races.
November 23, 2024 at 10:04 AM
Honestly I've used material maker so much designer grates on me now. I know there are artist pumping out textures I couldn't dream of with workflows beyond my comprehension in substance but MM is just so elegant and powerful in the ways I want it to be I can't help but gas it at every opportunity.
November 19, 2024 at 6:38 AM
I always go through the rear wheel and seatpost for my ulock. In my head I could see getting enough play to pull the wheel out the dropouts and contort things through the stays but I've never tried and I could be fooling myself.
November 18, 2024 at 9:04 PM