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Day 6 building the Figma for hardware. Another study today: transparent shells for transparent tech and windows, and how much the material changes what you can see inside a device. I’m exploring shell thickness, refraction, tint, frosted glass, optical layers and different window shapes, from small openings to convex...

28,292 görüntüleme • 21 gün önce •via X (Twitter)

28 Yorum

Tykra profil fotoğrafı
Tykra21 gün önce

Runs entirely in real time on the web.

Mathieu profil fotoğrafı
Mathieu21 gün önce

i could imagine people having nothing to do with industrial design using this product to 'play with it' because its satisfying haha

Tykra profil fotoğrafı
Tykra21 gün önce

Maybe that is my goal 👀, but also it will have pub and many more features; it’s not just aesthetics.

Mathieu profil fotoğrafı
Mathieu21 gün önce

cool bro, really really nice, keep going. as i said in another comment. hmu if you'll need ambassadors for your product in switzerland. i'll connect you🛜

Tykra profil fotoğrafı
Tykra21 gün önce

Thanks! It’s still in development, but I’ll DM you if I need any ambassadors. Right now, I’m looking for angel investors

Mathieu profil fotoğrafı
Mathieu21 gün önce

bro you are going to make millions. looking for any product ambassadors in switzerland?

Anton Gridz profil fotoğrafı
Anton Gridz21 gün önce

One of the most interesting projects in my feed. Love seeing the everyday progress 😍

klöss profil fotoğrafı
klöss20 gün önce

Brilliant

Magpie profil fotoğrafı
Magpie20 gün önce

This is sick, nice work!

Joseph M. profil fotoğrafı
Joseph M.21 gün önce

this is so sick

Andura profil fotoğrafı
Andura20 gün önce

Woah, can you disassemble it to see the inside? PCB and all. That must be cool.

Matthew Campbell profil fotoğrafı
Matthew Campbell20 gün önce

cool its funny most guys are so technical, no one is thinking about the aesthetics of the hardware. going to usher in a new generation

Kido Dreauw profil fotoğrafı
Kido Dreauw20 gün önce

Figma for hardware is just parametric cad with templates? 😅

kiruno profil fotoğrafı
kiruno20 gün önce

看起来好棒啊,我能在哪里尝试它? 我需要导入自定义模型么,还是在应用中能够创建和编辑外壳?

Josiah Lau profil fotoğrafı
Josiah Lau20 gün önce

This looks amazing!

Calvin profil fotoğrafı
Calvin20 gün önce

看起来非常的有趣

Carlos Ocasio profil fotoğrafı
Carlos Ocasio20 gün önce

I love your mission, keep it pushing!

Daniel Song profil fotoğrafı
Daniel Song20 gün önce

no offense; quick question here - what's the biggest differentiator between Blender, Spline, Womp3D or etc? is it just a easier version of them?

Tykra profil fotoğrafı
Tykra20 gün önce

Sdf it’s more than a 3d model you can do things like this wich is a real working stem player and not just an animation

wosti profil fotoğrafı
wosti21 gün önce

how would your best functionally aesthetic smart speaker look like?

Joseph West profil fotoğrafı
Joseph West21 gün önce

it would helpful to outfit the thickness based on what sizes you can actually achieve with sheet sizes, etc.

Aros profil fotoğrafı
Aros20 gün önce

You manufacture the boxes, how can they be obtained?

Sahil H profil fotoğrafı
Sahil H20 gün önce

This looks like a nice toy to play with, good visual aesthetics but the hardest part of going from CAD to RL is manufacturability. How are you approaching this?

Tykra profil fotoğrafı
Tykra20 gün önce

That’s the biggest challenge, and it’s why I’m building parametric components with emulated electronics and behavior. The idea is to create the entire product inside the software, test how it works, debug the software running on it, and then move toward production. It would be really cool to collaborate with manufacturers and get access to their actual components, so you could choose them directly from the app and build around real parts.

Sahil H profil fotoğrafı
Sahil H20 gün önce

Yeah I mean you should talk to component suppliers like digikey mouser etc. And see if you can get component lists from them. No idea if they have an api you can access but theres tonnes of existing library packages. Problem is they aren't always accurate

Content Forge profil fotoğrafı
Content Forge21 gün önce

the frosted window makes hardware feel strangely alive

DΣЯƧᄃӨDΣƧ (Mohamed Anders Kitson) profil fotoğrafı
DΣЯƧᄃӨDΣƧ (Mohamed Anders Kitson)21 gün önce

Ship it

CALL SAL profil fotoğrafı
CALL SAL21 gün önce

This is such a thoughtful extension of interface design into the material itself. Treating transparency as a parameter gives the object a kind of editorial control over what it reveals, which makes the hardware feel alive.

Benzer Videolar

Great question! 🤔 How do you simulate *multiple* layers of glass/refraction in video games? In the last breakdown, I discussed how to create a glass shader in Unity URP. In essence, we were taking the render of the scene from the camera without any transparent objects. This is available in URP as the global _CameraOpaqueTexture. This is good enough for most use-cases, and more or less the classic way of doing it. 🔍 What is _CameraOpaqueTexture? As the name implies, there are no transparent objects rendered into this texture, so it's not possible by default to have something like a transparent-type ocean material/shader rendered through a refractive glass shader (which samples and distorts this texture to render on its surface, as if it's transparent). ⚠️ Why it’s tricky: It's much easier to sort without much further setup if you don't have refraction, and only a transparent material, because in that case you're not simulating the transparency yourself via sampling the rendered scene texture. But for refraction, it's required-- unless you want to go down the ray/path tracing route. You could simulate accurate, real dispersion... and that's about as expensive as it sounds, and it requires a rework of your entire rendering. --> 🚫 It's not a viable suggestion to offer. 📚 There are well-known terms regarding transparency sorting you can search up, but as you've specifically asked for refractive boxes, I'll discuss briefly about that. 🧱 Simulating layers of refraction: For this kind of rendering, you need some way to render the backfaces before rendering the front. And the backfaces that are rendered may contain whatever data you'd like for additional processing in the layer front-facing mesh render. 🧪 Examples: You could render the back face as a glass shader of its own, as an intermediate step after _CameraOpaqueTexture. Then you sample this texture instead and you end up with multi-layered refraction, "just like that". You can also render the back normals only, via a fully opaque shader, and use that to manually account for that during the front render. You could even bake in data needed for thickness in realtime. 🛠️ Without making it complicated for yourself, the most straightforward method is via render textures, and you can easily set some fractional resolution. Cameras in Unity have an open slot for target textures to render to. You can use custom render textures to process _SelfTexture2D. ⏱️ It's great to do low-resolution processing for more complex tasks, like blurring and caustics. You can get massive performance boosts, considering the square law and number of pixels/fragments that need calculations (quadratic scaling). 🚧 I've not fully exploited the possibilities myself, but research/development with PRISM is ongoing!

Mirza Beig

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