Art and Dev @momoirosoft Check out Our Apartment!

United States
Joined July 2015
Our Apartment v0.10.0a Released! - New Cum/Precum/Other VFX - Gropes impact sex sim - New visual upgrades - Various internal polsh Keep an eye out for a new public demo soon!
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衣装の貫通直し、手作業を少し楽にするブラシアドオン。 🎉 Shell Fit Brush 2.0 リリース!🎉 🎁 リリース記念!3本限定で無料配布✨ このツイートを RT&いいね! フォローで抽選率UP。 🆕 強制左右対称。トポロジを無視してモデリング。 🆕 ピン変形ブラシでAポーズをTポーズに。バルジブラシ(靴下の境目等に肉感付け)。シュリンクブラシ。 ・保存前のオブジェクト形状に戻せるブラシ。 ・縫い目調整、等間隔、平坦化、縁の整形。 🛒 購入リンク&🎁 無料配布の詳細は 👇👇 リプ欄をチェック!👇👇 #b3d #VRChat
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おぉblenderでnanite
Bringing UE5 Nanite architecture directly into Blender! 🚀 Continuous cluster LOD is now dynamically updating in the 3D viewport in real time. As you zoom, clusters seamlessly split into fine leaves or collapse into coarse parent groups. More info and link below🧵👇
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just got the titty physics real-time for #polygirl. video is cropped cause the face animation needs to be fixed. it's not cause i'm a pervert 🤣
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The media attacked rare optimistic souls like me declaring the exact same reassuring message years in advance. But now that it’s Miyamoto’s own words, notice how they don’t dare attacking. The price to be early I guess.
Nintendo’s Shigeru Miyamoto, the acclaimed designer behind Super Mario and Zelda, has explained why he believes generative AI won’t make human creativity obsolete. "There will always be a role left for us to play." videogameschronicle.com/news…
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The current Steam AI disclosure is a joke. You don’t need to report AI if it’s used for productivity improvements. Before programming tools didn’t need to be disclosed and art needed. Now if you replace outsourcing art team with AI, that is technically productivity improvement.
I'm in the camp that thinks an AI disclosure is nice if for nothing else because of the statistic aspect, I like to know how many games are using AI, how many devs, which devs, etc because they make nice graphs. However this is a problem that's been discussed within the Linux kernel as well, and is one of the cited reasons for the removal of the Assisted-by tag that was being used. Another question I've seen raised is how useful is a generic disclosure when you get to the point that the majority of actual games (not just nonsense spewed out in a day) are using AI. Some have joked in the kernel about a "Not Assisted-by tag"
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[Auto-Rig Pro update log 3.79.10] Facial upgrade. - "Squishy Lips" in option, simulating vertical compression/stretching when moving the lips corners. - Nostrils controllers in option. Follow amount can be adjusted in "Rig Main Properties" - Eyelid corners are now optional - Rig Tools: Snap Child Of, Snap Pole: Revamped the UI for better ergonomics, show constraints as expanded menu instead of a dropdown for fewer clicks. In case of numerous constraints, switch back to dropdown list. - Skin: Heat Maps: When binding only selected vertices, "Split Parts" is now only performed on selected vertices, leading to drastic speedup on complex meshes - Export: Presets: Allow presets storage in current blend file as well
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hmmm...
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I've seen some posts "why do games have a million shader variants?" You wanna know why? Dogshit raster tech everyones fast running away from. One thing to know about variants is like it seems it's constantly doubling? Every toggle can potentially split the material into two, and it's a chain of that happening. Split, split, split, split, split, split until you have a million. See when it comes to RT/PT, you want more performance? Turn off some rays, lower some samples, maybe use a different denoiser. It's not (at least to my knowledge) a bunch of different shit. You know what raster is like when you want to have actual graphics settings that scale? You need to toggle/adjust like minimum 3 different things for GI: - Main GI: Probes, Lightmap, whatever has various settings and filtering that can add variants - SSGI: To make up for the baked stuff can have various modes and settings - SSAO: cause SSGI probably isn't good enough to handle small details or the performance would too bad. It has it's own different modes and quality and potential shader integrations (SSAO should mask reflections) That's just the start now you get the real nitty gritty bullshit. Shadows... A lot of games have dogshit basic shadowmaps, I've struggled with why but I'm starting to think it's variants. So say a game has good shadows and wants to scale. For good shadows it's like 4 things. - Most games have shadow filtering to make them not look pixelated, different shadow filtering can add variants - If a game has PCSS shadows like it should thats often a toggle for performance with different filtering modes - Shadow maps suck and don't work for small details, so you need contact shadows which also suck and add another variant - Thats just for sun light, some games have additional stuff for point and spot lights, or area lights maybe. Maybe you want to turn off shadows for those (they're very heavy) thats a toggle. THEN you get to reflections, same issue like 4 different things. - Reflection probes suck, you'd think they wouldn't have modes but they have at minimum 2. Sphere mode and Box mode. Could be more for fancier implementations. - Planar reflections suck, they're extremely performance heavy so you have to add a bunch of variants for the low quality rendering you need to run them at all. Then god help you if you want ANY additional effects on top of those planar reflections. - SSR sucks, you probably have a WIDE range of settings for that for different quality levels. Different filtering, etc. - And then there's like all the weird shit games do to fake reflections thats also complex and probably adds variants. Split, split, split, split on like every shader just to scale this bullshit. If we just scrapped low-quality settings this wouldn't be an issue since you don't need variants for turning stuff off. You know what would really simplify this? Upscaling, fuck lower quality settings just upscale the fucking shit, less variants, less potentiall stutter, less B̸U̸I̸L̸D̸ T̸I̸M̸E̸. And then all this happens before like all the cool shit like particle effects and other cool things that aren't just making basic lighting work and not look like shit. And extra shit you do for skin and hair and etc etc etc etc that causes all this to STACK EVEN MORE. And if your response to this is "Well don't do that" well yeah cool that's raytracing/PT. This is not a "Realistic" games issue this is a every game issue. And when you think a game looks bad it's probably not doing a lot of these things. ESPECIALLY if you want characters to look good, you know what doesn't work with raster and baked shit? The thing that's moving around every fucking frame! So you need a million extra bullshit to make it look decent in different scenarios. AND DOING THESE THINGS IS WHY EVERY FUCKING TIME I WANT TO DELIVER A BUILD I GOTTA FIGURE OUT HOW TO STOP THE GODDAMNED BUILD TAKING 24+ FUCKING HOURS. DEVS DON'T LIKE HAVING ALL THESE VARIANTS EITHER! Part of it is my fault, it's a bit of tech debt (I got some shaders that are too similar which is probably a · bˣ the variants), I'm working on it BUT GOD FUCKING DAMN IT. You could have one goddamned toggle in a fucking hay stack that's causing a variant explosion. The engine does it's best to try to make sure every variant the game needs is included and no more and often it can suck at doing that. I pray for a full RT/PT future where shit just works. Thanks for coming to my ted talk.
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You can draw a texture, or you can use math to make it procedural. This book includes some procedural sparkles in Unity ➡️ jettelly.com/store/visualizi… #indiedev
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Portal jumping through gaussian splat worlds with WebGPU. real time. sound on.
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カーディガン付きガーリーセットアップ💖
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She is so eternally sad :(
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セーターの練習
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Redditor runs FurMark on NVIDIA RTX Spark laptop at a store, nearly gets kicked out 🔗videocardz.com/newz/redditor…
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I like how in Kingdom Hearts during the Riku-Ansem fight he can retaliate with Dark Firaga if you cast Fire on him.
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Damn shit is moving fast, its like the workflow is changing every week. I can barely keep up with what other devs are doing. 😩 Even if they describe it its a bit beyond me. I'd have to experiment more but I don't have the time. I just wanna be done.
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This tool is a godsend, turned a 24 hr build into a 2 hr one... Apparently there's a mild performance cost to dynamic branch so we'll see...
Fuckin shader variants man...
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