Seeking rockstar programmer to inhabit my body from the hours of 9-5. 20 YoE minimum | He/Him | what on earth are you doing here, I'm surely not worth your time
It's so exhausting. AI code reviewed by AI for logic and readability. Give the AI the pager then, let me sleep when it's fuckass code burns another million $$.
December 26, 2025 at 4:47 PM
It's so exhausting. AI code reviewed by AI for logic and readability. Give the AI the pager then, let me sleep when it's fuckass code burns another million $$.
Also the dots do stay in place when you turn the camera, by translating the screen uvs as the camera turns. It works for anything near the center of the screen, but the screentone is still 2d, and perspective warping on objects at the edge will always cause sliding.
December 21, 2025 at 6:27 AM
Also the dots do stay in place when you turn the camera, by translating the screen uvs as the camera turns. It works for anything near the center of the screen, but the screentone is still 2d, and perspective warping on objects at the edge will always cause sliding.
In a future iteration I'd probably sample a pre-generated screentone tex, though if I did end up with varying dot sizes I'd be worried about texel warping.
December 21, 2025 at 6:27 AM
In a future iteration I'd probably sample a pre-generated screentone tex, though if I did end up with varying dot sizes I'd be worried about texel warping.
For each pixel, find the distance to the nearest screenspace "dot". Apply a step fn. Calculated realtime b/c it's faster to iterate than making a new screentone tex and I could theoretically control the dot spacing/sizes using the distance. In the light function is another stpe for toon shading.
December 21, 2025 at 6:27 AM
For each pixel, find the distance to the nearest screenspace "dot". Apply a step fn. Calculated realtime b/c it's faster to iterate than making a new screentone tex and I could theoretically control the dot spacing/sizes using the distance. In the light function is another stpe for toon shading.
Base color is theoretically just the color of the model before lighting is applied. Games often bake in lighting here anyway, for performance or style reasons. I imagine the scanning software just grabbed the color the camera saw, and put that onto the texture.
December 11, 2025 at 3:16 PM
Base color is theoretically just the color of the model before lighting is applied. Games often bake in lighting here anyway, for performance or style reasons. I imagine the scanning software just grabbed the color the camera saw, and put that onto the texture.
Explanation, for non-3d artists. Open the link, press "i" to inspect the material (which is just information about how the model interacts with light). If you check "base color", it appears to already have shadows baked in, which will mix with scene lights from sketchfab's viewer.
December 11, 2025 at 3:16 PM
Explanation, for non-3d artists. Open the link, press "i" to inspect the material (which is just information about how the model interacts with light). If you check "base color", it appears to already have shadows baked in, which will mix with scene lights from sketchfab's viewer.