PBR Mixer 2.4 Triplanar projection. Position and Direction based... mixing (world/object) Texture resizer and complete control over Principled inputs for blazing viewport performance. Superhive: Gumroad: #b3d #blender #blender3dshow more

OfNodesAndNoodles
23,258 просмотров • 8 месяцев назад
Atlascape for Blender. Bundle your textures into atlases and... build complex multi-layered PBR materials which use only a few textures. Export to Unreal, Unity, and Godot. Coming soon to my Superhive and Gumroad stores. #b3d #blender #blender3d #cgishow more

OfNodesAndNoodles
20,539 просмотров • 4 месяцев назад
PBR Mixer 2.5 gets new Height Map and Coordinate... features for all-new ways to mix your PBR textures. No sculpting or geo nodes. 100% done with a material! #b3d #blender #blender3d #blendercommunityshow more

OfNodesAndNoodles
24,840 просмотров • 7 месяцев назад
Blender 5 introduces a new and improved Sky Texture.... This makes it easy to animate sunsets for example. By using the Sun Position extension that comes with Blender, we can more intuitively and realistically adjust the sun position. #Blender #B3D #Blender3Dshow more

Jan van den Hemel
13,508 просмотров • 9 месяцев назад
Build advanced multi-layered materials without ever opening the shader... editor. PBR Mixer is the simple-to-use material creation tool for #Blender and it's available at 25% off in Superhive's Winter Sale. #b3d #blender3d #blendercommunityshow more

OfNodesAndNoodles
14,758 просмотров • 6 месяцев назад
So turns out, you can get even more interesting... control over the colored light falloff by making it position-dependent! This could be really useful for automating proximity-based effects! Really loving this effect! 🤩 #b3d #blender3d #blender #lighting #nodesshow more

SMOUSE 🔸 🏳️🌈🏳️⚧️
131,971 просмотров • 2 лет назад
Just made a breakthrough for Filmic Plus - procedurally... driven, radial & dispersion based lens reflections/flare! :D I've tried so many methods before, and all took a huge performance hit and didn't look good. This is procedural, and has real-time interaction and playback! 😍 #b3d #blender3d #blendershow more

SMOUSE 🔸 🏳️🌈🏳️⚧️
51,770 просмотров • 23 дней назад
You don’t need complex 3D modeling or hours of... sculpting to build detailed environment assets in Blender. In fact, Ian Hubert's Ian Hubert iconic "Lazy Tutorial" technique shows how simple photo projection onto basic geometry lets you block out, extrude, and build realistic custom buildings in under a minute. By mapping real-world photos onto simple cubes and using basic knife cuts and extrusions, you let the photo texture do 90% of the visual heavy lifting. Do you prefer building environments procedurally with geometry nodes, or sticking to fast, photographic projection techniques like this? #b3d #Blender3D #GameDevshow more

3DxDEV
54,037 просмотров • 7 дней назад
1/2 Meet Wan2.7-Video — The Comprehensive Model for Controllable... Video Storytelling! From single clips to full-scale narrative direction, we’ve built more than just a generator. We’ve built a director’s suite: • Multimodal control over performance and style via text, image, audio, and video. • Character customization with up to 5 reference inputs and voice profiles. • Video editing with simple, intuitive instructions. • Full-stack creative toolkit: generation, editing, cloning, restyling, continuation, and more. • Sustained improvements in visual fidelity, motion stability, and prompt adherence.show more

Wan
25,572,888 просмотров • 5 месяцев назад
We get compared to TrueSky, PSA, and others a... lot, but honestly, we're not trying to be them... Sky Plus was built to give you full intuitive control over your sky without the bloat or complexity. Lightweight (only 3mb), procedural, works in both EEVEE & Cycles. You get full controls over the sun, moon, stars, atmospherics, day/night cycles, and all the detail you need without feeling overwhelming. Just drag and drop from the asset library and it's yours to customize however you want. No addon means no locked down controls; plug your own nodes in, break it apart, remix it. We don't override your render settings, it's real-time, and you'll never deal with broken updates when Blender changes. Sky Plus isn't "our sky" - it's your sky, built exactly how your project needs it. --------------------- With tiers starting at $7, $20, and $50—we wanted to make sure powerful sky tools were actually accessible to everyone, and not just another high ticket wishlist. On top of that, we're having a 40% Off sale this week, so don't miss out on that! 🥰 #blender #blender3d #b3d Superhive (formerly Blender Market)show more

SMOUSE 🔸
11,426 просмотров • 9 месяцев назад
Did you know that in Blender you can have... edge highlighting and ambient occlusion right in the regular 'Solid' shading mode? ✨ People were asking about my viewport shading settings, so here they are! 1. Press the small button on the top right of your viewport 2. Check 'Cavity', and set the type to 'Both'. World Space 'Valley' acts exactly like ambient occlusion. I like to disable the 'Ridge' here though, because inverted AO doesn't make sense to me visually 3. I also usually keep the 'Shadow' enabled for extra definition, but keep in mind that this is performance-heavy, and if you have millions of polys you may see stuttering 4. I also like to enable 'Backface Culling'. It's not uncommon to produce inverted geometry when you model. This setting allows me to see it immediately, and thanks to that, my geometry is always correct when I export it to Unity! 5. You can also select a different studio lighting preset, or go with a matcap if that's something you're into! 🚀 #b3dshow more

passivestar
90,638 просмотров • 3 лет назад
MALEMA'S PRINCIPLED POSITION ON XENOPHOBIA Julius Malema, the leader... of South Africa's Economic Freedom Fighters party (Economic Freedom Fighters), will go down in history for his principled position on xenophobia. While Western politicians like US President-elect Donald Trump and UK Prime Minister Keir Starmer have fearmongered to win votes—whether demonising Haitians in the US or Bangladeshis in the UK—Malema has stood up time and time again against xenophobia, knowing it could cost him votes. In this 2019 video clip from a Soweto-based memorial for Zimbabwean leader Robert Mugabe (1924-2019), Julius Sello Malema (X) called out Black South Africans who have targeted migrants from other African countries over the past two decades. However, he said they have been attacking the wrong people over systemic challenges, such as rising unemployment and high crime levels, in one of the most unequal countries in the world. In the past, xenophobic rhetoric had been confined, for the most part, to the fringes of the political spectrum. However, in recent years, mainstream politicians have jumped on the bandwagon to secure votes. The EFF is one of the parties that has consistently and unapologetically rejected xenophobia despite being well aware that such a position could endanger their support. Video credit: @economicfreedomstruggle (Facebook)show more

African Stream
13,380 просмотров • 1 год назад
Israel-based Mentee Robotics has demonstrated a logistics workflow: two... MenteeBot V3 humanoids work autonomously to pick and place totes. A Modular Agent System is preferred because it favors real-world robustness and lower compute needs over the End-to-End VLA model. Its architecture is composed of three components: - LLM Planner: Converts instructions into executable Robotic API Language code for reliable task decomposition and error handling. - Perception Stack: Uses pre-trained models (NeRF/3DGS, distilled vision) for scene understanding and navigation. - Control Policies: Reinforcement Learning (RL) models, trained at scale via Sim2Real, generate motor commands, enabling high-accuracy mobile manipulation. Crucially, the robot learns new tasks from a single demonstration in hours. Object tracking uses 3D geometry (STL/URDF) tracked in the video to define the RL reward function. Training is optimized using 'Automatic Curriculum Learning', which autonomously adjusts task difficulty based on robot performance, eliminating manual engineering. All computation runs onboard.show more

The Humanoid Hub
15,729 просмотров • 9 месяцев назад
🧑🏫 How to make a glass/refraction shader: 🍷 Refraction... will ultimately have the effect that whatever is behind your mesh should appear distorted by the surface of the mesh itself. We're not going for external caustics projection, just modelling glass-like, distorting "transparency". 🌆 In Unity, you can sample the *global* _CameraOpaqueTexture (make sure it's enabled in your URP asset settings), which is what your scene looks like rendered without any transparent objects. In Shader Graph, you can simply use the Scene Colour node. 🔢 The UVs required for this texture are the normalized screen coordinates, so if we offset/warp/distort these coordinates and sample the texture, we ultimately produce a distorted image. We can offset the UVs by some normal map, as well as a refraction vector based on the direction from the camera -> the vertex/fragment (flip viewDir, which is otherwise vertex/fragment -> camera) and normals of the object. 📸 Input the (reversed) world space view direction and normal into HLSL refract. **Convert the refraction direction vector to tangent space before adding it to the screen UV.** Use the result to sample _CameraOpaqueTexture. refract(-worldViewDirection, worldNormal, eta); eta -> refraction ratio (from_IOR / to_IOR), > for air, 1.0 / indexOfRefraction (IOR). IOR of water = 1.33, glass = 1.54... 💡 You can also do naive "looks about right" hacks: fresnel -> normal from grayscale, which can be used for distortion. Or distort it any other way (without even specifically using refract at all), really... 🧠 Thus, even if your object is rendered as a transparent type (and vanilla Unity URP will require that it is), it is fully 'opaque' (max alpha), but it renders on its surface what is behind it, using the screen UV. If you distort those UVs by the camera view and normals of the surface it will be rendered on, it then appears like refractive glass on that surface. > Transparent render queue, but alpha = 1.0.show more

Mirza Beig
125,253 просмотров • 1 год назад
Yemen leader Al-Houthi: "The American president has Zionist clergymen... serving as key advisors on what they call 'the Middle East'." He argues the US-Israel alliance is not politics -- it's a shared religious project: The Jewish Zionist vision: "their king coming to rule the world through them" by exploiting the entire region -- "its position, its wealth, and all the advantages it holds." The Christian Zionist vision: "Christ will return" once Greater Israel is established, then "they will establish a joint state to rule the world for a thousand years." Both serve the same purpose -- "not merely religion practiced as a devotional act, but because it fulfills their greater ambitions of dominating this region and achieving complete political control over the world." The price? "Muslims must be eliminated and removed. This is a central tenet for them."show more

COMBATE |🇵🇷
13,947 просмотров • 5 месяцев назад
Magic123: One Image to High-Quality 3D Object Generation Using... Both 2D and 3D Diffusion Priors paper page: present Magic123, a two-stage coarse-to-fine approach for high-quality, textured 3D meshes generation from a single unposed image in the wild using both2D and 3D priors. In the first stage, we optimize a neural radiance field to produce a coarse geometry. In the second stage, we adopt a memory-efficient differentiable mesh representation to yield a high-resolution mesh with a visually appealing texture. In both stages, the 3D content is learned through reference view supervision and novel views guided by a combination of 2D and 3D diffusion priors. We introduce a single trade-off parameter between the 2D and 3D priors to control exploration (more imaginative) and exploitation (more precise) of the generated geometry. Additionally, we employ textual inversion and monocular depth regularization to encourage consistent appearances across views and to prevent degenerate solutions, respectively. Magic123 demonstrates a significant improvement over previous image-to-3D techniques, as validated through extensive experiments on synthetic benchmarks and diverse real-world images.show more

AK
305,663 просмотров • 3 лет назад
I ditched Unreal for AI. Kaiju Engine is a... completely AI written replacement. To prove it was ready for production, I tested it by recreating and porting my old game, Firefall, into Kaiju, purely from the Steam download, no source. And it worked. Real game code is messy, full of difficult details and compromises. If our engine could handle a commercially released game, it proves you can ship a game with it. We're developing 2 orders of magnitude faster (93x) by lines of code and features. We have fewer bugs, and iteration is super fast. Build times have gone from 30 mins (Unreal) to 36 seconds. Feature rate is through the roof, days instead of months. Our original engine for Firefall took 2-3 years and cost over 5M to build (adjusted). Our new engine was written in 5 months for a couple grand. We built only what we needed, with none of the Unreal bloat. And we added some features: - Modern meshlet based rendering with PBR. - Vis Buffer/Forward+ with clustered lighting. - Id Tech 5 style megatexture streaming. - Planetary sized renderer (entire solar systems possible). - Seamless flight from ground to orbit and space. - No loading screens. - Procedural planet generation with plate simulation. - Client/Server at all times. - Ozz for animation. Jolt for Physics. - Companion Blender plug-in for AI directed asset exports. - 140fps currently, 200-300 projected after optimizations. You can see Firefall's assets and levels ported over into our engine in the video. Texture resolution and pop-in are limitations of the original game (high rez CDN based textures were lost when game went offline, fog hid the original's pop-in). Our meshlet renderer will be able to do much better with LOD and already supports high rez textures. I used Grok/Codex/Claude to tag team the code. This is not just a boon for indie games, it's a real game changer for game preservation. The reaction to seeing this 10 year old discontinued game revived is very emotional for Firefall fans. But we're not just preserving Firefall, we're going beyond, creating an original game that is the spiritual successor, Em-8ER. Gliding, jumpjets... it's all coming back. Moving past Unreal let us move much faster, without the bloat, and with better performance. If you want to signup to follow news on the game, sign up is free atshow more

Grummz
353,929 просмотров • 18 дней назад
EPSTEIN, INTELLIGENCE, & THE ELITE. BLACKMAIL IS MORE POWERFUL... THAN PROSECUTION. Blackmail is the weapon of choice for intelligence agencies because of its vast and infinite amount of control. Once you have it, it never goes away, and can control an individual for life. A dystopian robotic-like system, compromised and controlled interchangeable politicians and citizens in all aspects of society that make our world go round, pushing legislation and looking the other way when needed, all controlled by fear, aka, blackmail. This is why it must be eradicated from our system, government, and control mechanisms. We will never have a true honest system and move forward in a positive direction because of the "Hidden Hand in control." The main factor in which the Epstein list or certain information will not be exposed is because of it's connections and on going operations with our intelligence agencies and others. What we wanted was a list of the clients of Epstein because everyone knows there were hundreds of them and thousands of victims and videos which implicate very important people. What we want is accountability and consequences for the ones involved and justice for the victims. Why does it always have to be about the elite? This should be about the lives that were destroyed by the elite and intelligence agencies. If you go through the evidence and testimonies of the victims, you can easily find the people involved and associated with Epstein. Just because you think it's over doesn't mean it is. The information and comments made over the last couple months and the new video that was released really doesn't prove anything but loudly exposes a cover up operation. It seems almost intentionally done that way to highlight certain individuals or the matter in general in a way that will still don't fully understand yet. Everything was sloppy and very uncoordinated and points to something bigger happening. After all the time, promises, posts, and information dropped over the years paints a picture of a bigger operation at play. This is not just a simple one layered situation, and I don't see people changing their tone and promises made over years, simply overnight. There are many theories at the current moment, but one, logical, in particular one is that the blackmail is now being used against the deep state. There are still individuals within the administration that are compromised and are not working for, but against the trump administration and might also be apart of why this concluded this way. We will still continue to fight for justice no matter what and over the next few weeks we will learn more and understand the bigger picture because this isn't over yet and their are still thousands of kids that we need to save. There is a reason for everything transpiring, with layers, optics, and timing procuring for that specific reason in order to complete the original objective, which was to destroy the deep state cabal and shatter it into a million pieces, and we're not stopping until we do. I know right now is difficult but there is more to this story, and when the time is right, it will be exposed. We have to stick together and help one another and continue to fight this fight together. Whoever the enemy turns out to be. Stay strong, have faith and Godspeed.show more

The SCIF
42,483 просмотров • 1 год назад
I built a Three.js rendering study inspired by Tiny... Glade’s painterly aesthetic, and got it running at 120fps in the browser. Over the past few weeks, I’ve been studying how stylized games achieve that soft, handcrafted look in real time. Tiny Glade was a huge inspiration, and I wanted to use the browser as a constraint: no compute shaders, no native GPU access, and single-threaded JavaScript. As part of this study, I implemented: - GPU-driven instanced brick walls with procedural noise jitter and elastic build animations - Tree, bush, and flower rendering with billboard card expansion, wind sway, and grow animations - Procedural grass with terrain conformance and interactive push deformation - Animated water with layered noise, interactive ripples, and Fresnel-based reflections - Procedural terrain with slope-aware triplanar materials, dirt paths, and rocks - A 7-pass post-processing stack with TAA, bloom, depth of field, painterly filtering, ACES tonemapping, 3D LUT color grading, and film grain The hardest part wasn’t writing any single shader. It was making all of these systems work together at high frame rates inside WebGL, where every millisecond counts and performance problems compound quickly across animation, materials, post-processing, and scene management. Some techniques in this study were inspired by analyzing Tiny Glade’s rendering approach, while others were original implementations built from scratch from visual reference. That contrast taught me a lot: recreating an effect is one challenge, but designing your own shaders and systems to achieve a similar feel is a very different one. This is a private educational rendering study. Some temporary placeholder content is being used during the research phase, and any public or production version would use original or properly licensed assets. Huge credit to Pounce Light for the incredible art direction and rendering work in Tiny Glade: Three.js #gamedev #webgl #threejs #rendering #graphics #realtimerendering #shaderdevshow more

Ibrahim Boona
58,625 просмотров • 5 месяцев назад