
-Principle VFX / Tech Artist -Game Dev, Architect -Founded https://teapaw.org/t.co/O1d7vzgRdO - @polycount -Ex: Azra, Survios, Meta, Microsoft, Sony -Drives a Blue car
Tacoma, Washington
Joined December 2010
- Tweets28.6K
- Following5.5K
- Followers2.7K
- Likes4.1K
Pinned Tweet
UEFN: Festival Pinball is live
fortnite.com/@roguethirteen/…
I turned the shooter game into a top down pinball game. You don't drive around in the game, you let it bounce you around. Just like proper pinball.
Video is a sample of the game with the 3 different camera options.
Drew Risch - Rogue13 retweeted
A few years ago I was coding a simple 2D physics & rendering engine. It died out because I'm simply not that strong in math. The pixel processor in IlluGen is almost done, which is insanely powerful. You can build your graph and then write additional code to generate or iterate on whatever you're feeding it. I figured I'd have claude take a stab at a 2D raymarching node, like what i was trying to build a few years ago, and after a few iterations its pretty awesome.
In IlluGen you can use our UI to access parameters within your processor code and even animate them with things like modulators or key frames. I'm not really sure what pandoras box this will open or if LLM's are the best way to write these shaders/custom nodes vs learning to code. I'm trying my best to navigate "This is art" and this is LLM trash. Being pretty inept at coding, who knows how long it would've taken me to build this exact thing I was looking for. I have had some fun tonight hand coding a few shaders and it's an absolute blast to be able to interact with shaders at a new level. I've never experienced something so easy, eloquent, and simple for making and working with shaders despite my severe programming knowledge limitations. Raymarching, relighting, simulations, conways game of life, post processing shaders for games, and many more things will soon be possible with this new node. It's basically the desktop version of shadertoy i've always wanted. Procedural graph/inputs (nebula generation in this case) -> Code to do something with those inputs -> More graph
2D Raycasting using triangles for rendering instead of lines now. Took me a while to figure out how to keep the gradient consistent. Simple solution made hard in my brain. Some slight jittering on the edges of shadows. Not sure why yet. #computergraphics
Drew Risch - Rogue13 retweeted
We're introducing the next phase of generative AI content controls.
Creators will have clearer AI declaration requirements when publishing, and AI filtering is now on by default, with options that give you finer control.
Learn what's changing → ow.ly/N2ol51059an
Drew Risch - Rogue13 retweeted
HoudiniのVEXに関する本が出版されることになりました🙏
Amazonで予約開始してます。688ページと、結構な分厚さですが、VEXプログラミングの基礎から応用まで、VEXを使いこなせるようになることを目標に書いてます。本書についてくるファイルはMITライセンスです。
amzn.asia/d/0eQkpQf9
#Houdini
Drew Risch - Rogue13 retweeted
Been off for a few days. Once I finished the animation and rigging, I decided to sleep a full night and somehow had three days where my body said "nope". Too many sleepless nights figuring out how to make this thing move.
It's been rough. I been contemplating if spending a year building one model was a wise thing to do and if it's actually that good... Hopefully once I figure out how to render it, it will look good.
Have a great day/night people! Remember to sleep! :)
#blender #vehicledesign #scifi #3Danimation #3Dmodeling
I got a smart plug with wifi that i can turn off/on from my machine. Now i can push a button here and my garage server starts up and is online. i can push another button and it turns off. Saves money as i am not letting it stay on when not in use; its about 90w @ idle
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Drew Risch - Rogue13 retweeted
Fuck it - here's something for #N7Day I haven't shown before. A very pre-alpha internal trailer intended to highlight the cinematics we were creating in Montreal.
Faces were the average of all the customisation sliders in Maya, and we ran every scene with each possible squamate when polishing.
If you are working with Unity, you have a choice in your future. I have no guidance other than take a look at Gamemaker.
wccftech.com/silver-lake-pif…
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A couple years ago there was so much pearl clutching, now its free again.
Tim figured out that the Ai's still need assets to work with.
The full Quixel Megascans library is going free. Fab listings will update between now & Nov 12, so check back if an asset you want isn’t free yet.
We’ve updated terms for all Quixel assets so you can train AI models on Megascans & Megaplants.
Learn more: epic.gm/quixel-megascans-goi…
I'm personally happy w/ the US elections. The feds are taking away my health care at the end of the year because i can't get a job. So yeah, consider me happy. I don't expect to get it back. That's not how this works. But a lil hint, a whiff of vindication will favor my dreams
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My blue check is gone... i tried it on. It was ok I suppose, but at 40 bucks a month? No. Just a flat not worth it. I don't need the other shit they are bundling in that to justify the cost.
Ten a month? hmmm no.
5 dollar a month... ok if i can buy a year at 50 dollars.
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The best part without the paid 'boost' to show up in people's feeds is that I'm effectively shouting into the void. I can finally revel I kidnapped the Linberg baby! I had been holding on to that one for a while.
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Drew Risch - Rogue13 retweeted
We recently added support for Dynamic Volume Textures, and the community has already been doing their usual amazing @Shadertoy art with it: shadertoy.com/results?query=…
Drew Risch - Rogue13 retweeted
Amazonにて、日本の怪獣スーツの作り方を紹介する本『The Art of Kaiju Suit Making: A Practical Guide to Japanese Monster Suit Construction』をリリースしました。
amzn.asia/d/07hIDxdt
Twitter has decided that my "For You" tab should be filled to the fucking brim with extremely sweet and sensitive posts of people who have lost their cat in the last 48 hours. I can't handle this sort of psychological terrorism. Safe travels to all the lil ones.
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