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heinn

@heinn_dev

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Following
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Joined March 2018
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@heinn_dev
heinn
16 days
I should make a videogame. ough.f.
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@heinn_dev
heinn
16 days
😎
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@heinn_dev
heinn
16 days
having a bit too much fun with this
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@heinn_dev
heinn
18 days
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@heinn_dev
heinn
18 days
had a little bit of fun with printer shaders (again)
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@heinn_dev
heinn
2 months
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@heinn_dev
heinn
2 months
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@heinn_dev
heinn
2 months
plane defined by the light direction *.
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@heinn_dev
heinn
2 months
instead of treating the bounces as point lights, they're uuh directional lights but with distance falloff, and they don't light anything past the plane defined by the hit normal, so now it doesnt even bleed trough things as much. also added a "counter bounce" light to every ray
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@heinn_dev
heinn
2 months
further advances, cheating by tinting direct light too
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@heinn_dev
heinn
2 months
this is getting real stupid real fast
@heinn_dev
heinn
2 months
maybe it's because I'm sick but I'm feeling particularly unhinged today. vertex light . indirect bounces .
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@heinn_dev
heinn
2 months
figured out a way to make it look smoother AND just use the initial ray, this just went from meme tech to actual tech wtf.
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@heinn_dev
heinn
2 months
why have one vertex light when every vertex light could be 256 vertex lights
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@heinn_dev
heinn
2 months
maybe it's because I'm sick but I'm feeling particularly unhinged today. vertex light . indirect bounces .
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@heinn_dev
heinn
2 months
also pictured : drawing the whole model again but brighter behind the real model and then offsetting it to get the rim lights. guassian blurring the vertex shadows instead of just blurring.
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@heinn_dev
heinn
2 months
can't really see it there but I'm trying out possibly unhinged tech : volumetric dithered fog. kind of looks nice at a distance, might need to fade out near the camera
@heinn_dev
heinn
2 months
shadering
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@heinn_dev
heinn
2 months
I love that rim light so much
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@heinn_dev
heinn
2 months
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@heinn_dev
heinn
2 months
shadering
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@heinn_dev
heinn
3 months
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