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💠 How can a glass railing stay secure with almost no visible support? This embedded glass railing system uses a pre-installed bottom groove to anchor thick laminated tempered glass directly into the floor, creating a seamless frameless appearance without exposed posts or bulky brackets. The concealed base detail provides...

54,174 Aufrufe • vor 5 Tagen •via X (Twitter)

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🚨BREAKING: Charlie Kirk SUV Loaded with Black Glass Fragments: iPhone Smash or Signs of Close-Range Explosive Blast? Candace Owens just highlighted a disturbing detail in the exclusive photos from inside the SUV that rushed Charlie Kirk to the hospital... and it's impossible to ignore. Scattered across the back seat floor—mixed with the blood—are numerous small, black, tempered-glass-like shards. Candace: "The very first thing I noticed—it looks exactly like shattered iPhone screen glass or tempered glass fragments. Very distinct." A viewer spotted the same: "Black plastic/glass fragmentation all over the floor." Possible explanations raising alarms: Broken phone screen: Someone's device shattered in the chaos (common in high-stress situations). Shrapnel from an explosion: Small, dark fragments could be residue from a close-range device (mic/throat pack?) designed to disintegrate on impact. Or something else entirely planted/disturbed during the rush. Candace is cautious: "It could be a thousand things... but it's unusual and tells a story." She's protecting sources (good guys inside feeding evidence) before releasing gorier shots. Why the abundance in the rear floor? Does it match seating, trajectories, or an unreported event inside the vehicle? This doesn't fit a clean distant sniper narrative. The feds rushed to "clear" and auction the SUV—now these shards scream missed (or ignored) evidence. Candace is partnering with real investigators to connect it all. The puzzle is darkening—and the official story is cracking. Drop a 🔍 if these black shards demand forensic answers. FOLLOW Candace Owens and watch her FULL episode from today, i'll drop the link in the comments below. They're hiding something in that vehicle. We won't stop until we know. 🔥🇺🇸

Project Constitution

317,165 Aufrufe • vor 9 Monaten

train station in Nantes opened in 2020 with no air conditioning. The design promised it would regulate its own temperature in extreme heat. Six years later, when it's 26°C outside, it's 32°C inside. They're bolting on giant fans to fix it. The building has large glass walls. That's the whole problem in one sentence. Glass admits solar radiation, traps the heat inside (the greenhouse effect, the same physics that warms your car in a parking lot), and a structure with big glazed facades facing the sun will get hotter than the air outside no matter what the design brief promised. You cannot passively "self-regulate" your way out of solar gain through that much glass during a heatwave. Physics doesn't read the architectural statement. I (Skander Garroum) wrote an essay a while back about Europe's strange denial around air conditioning, the cultural conviction that AC is an American excess Europeans are too virtuous to need. This station is that denial poured into concrete and glass. The intention was admirable: build a station that stays comfortable without the energy cost of mechanical cooling. The execution ignored that the building's own form (sun-facing glass, an open hall) made passive cooling impossible from day one. The deeper issue is that Europe is designing buildings for a climate that no longer exists. The Nantes station was conceived when European summers were milder and a heatwave was a rare event. The thermal model assumed a cooler baseline. Then the baseline moved. Summers that used to peak in the low 30s now push higher and last longer. A building designed for the old normal becomes a kettle in the new one. Via Skander Garroum (this is France but the Denial is global you See just everywhere)

Thomas Reis

62,589 Aufrufe • vor 4 Monaten

🧑‍🏫 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.

Mirza Beig

125,253 Aufrufe • vor 1 Jahr

OPUS 5.5 IS THE ONLY MOTION DESIGNER YOU NEED this launch video cost $0 and is pure code everyone else on X claims the same shit, then sends you to their website or mcp this is completely free with 0 external tools steal the prompt and try it in your claude ↓ Ask me for: a one-word brand name for the wordmark (a verb works best), 9 to 12 high-res photos, a royalty-free song around 120 BPM with a drop and a quiet breakdown (Mixkit, free for commercial use), and a free stock clip of a plain wall with moving plant shadows (Pexels). An Apple-keynote launch film, 2D only, one continuous take. Every scene is made out of the previous one: nothing fades, blurs or cuts. Objects change shape instead: text rises out of a mask line, icons pop from zero on a spring, bars draw across, pages push, and a black shape floods the whole frame and contracts into the next scene. Warm off-white canvas, black UI, iOS 26 liquid glass over the photos. Archivo (wdth 125, weight 800) for the wordmark, Geist for UI. A cursor drives every change with real clicks, drags and long-presses. The camera zooms screen-studio style so each moment fills the square, and the cursor scales with it. Banned: crossfades, blur-ins, brightness "developing", 3D flips, particles, glows, holds longer than 1s, anything that looks like a template. 120 BPM, 54 beats, something happens on every beat. Open: the wordmark squeezes into its own period like an accordion, the dot grows into a black pill, a label rises inside it. Click: six iris blades close over the label and snap open onto a photo. The circle becomes a square, shrinks, the grid unfolds from behind it like a paper map (center, plus, corners), reflows into a bento, and a click zooms into one tile, landing exactly on the drop. Glass: a glass word pops in letter by letter, melts into a droplet that stretches into a glass toolbar. The adjust icon turns it into a slider. Dragging relights the photo from day to golden hour (two aligned shots), and the knob turns into a glass lens while held. It lifts into a glass orb, the next photo opens inside it as a circle, and the orb expands into a lock screen: glass clock digits, date, and a home bar that stretches into a glass music player. Stage: the lock screen pulls back into a phone (the bezel grows out of the screen edge). The Dynamic Island stretches like liquid, pinches off, flies over and grows into a Mac window that rolls up like a blind. Long-press the wallpaper, drag it onto a Safari tab, the page pushes in, drop it and it becomes the hero of a landing page. Scroll: the hero morphs into a framed print on a product card, with the mat and molding growing out of the photo's edge. Pick a frame color (it paints across) and a size, then the nav button flies down into "Order print". Order: one black shape keeps morphing: Ordered ✓ → Printing % → On its way (a van on a route) → Delivered ✓. Wall: the delivered circle floods the frame edge to edge, holds black for a beat, and contracts into the framed print hanging on the real wall footage. The same iris opens onto the print, closes again, the frame floods the screen and contracts into the pill → the dot → the letters spring back out, landing on the beat return. Last frame = first frame. 1. One HTML file, square 1440x1440. Every style is computed from time inside an async seek(t): no CSS transitions, no timers, no state between frames. 2. Springs are closed-form step responses. A value with many targets is the sum of one spring per change, so it stays a pure function of time. 3. Liquid glass: each glass element holds its own clone of the scene behind it, filtered with an SVG feImage displacement map (a rounded-rect distance field) through three feDisplacementMaps at slightly different scales for chromatic edges, plus a rim light. Glass letters: a canvas distance field per glyph gives the map, mask and highlights. 4. Goo: blur + alpha threshold, then composite the source atop it so the glass stays sharp inside. 5. Iris: 6 blades around a hexagonal aperture. Each blade is its two vertices, both edge extensions and the SHORT arc between them. 6. Wordmark squeeze: every letter moves toward the dot by the same factor and its drawn width follows (narrow the wdth axis, scale the rest), so the letters stay touching. 7. Footage: re-encode all-intra (ffmpeg -g 1), load it as a blob URL, await 'seeked' before drawing each frame. 8. Sound: a downloaded SFX for every event (Mixkit), never synthesized, each placed by its measured peak. The song starts on a downbeat: the zoom lands on the drop, the wall sits in the breakdown, the wordmark returns with the beat. Loudnorm to -14 LUFS. 9. Render with Playwright: 4 subframes per frame blended with ffmpeg tmix, 60fps. Check one frame per beat, then scan for single-frame pops (frame-difference spikes 3x their neighbours). backdrop-filter: url() misreads displacement maps in Chromium, so clone the scene instead. A flood must overscale past the corners and take about 0.3s, or half the screen changes in one frame. A child with visibility: visible shows through a hidden parent, so use inherit. Text that swaps inside a morphing shape needs its own mask. python http.server can't range-seek video, so use the blob URL. Ask me for the inputs, then show me the beat map and 4 stills (open, glass, stage, wall) before you write the full film.

zero

136,283 Aufrufe • vor 17 Tagen

Trapped between a locked door and a deadly drop. One mysterious drive, one desperate escape, and nowhere left to run. Created on seedance 2.5 Prompt: Ultra-photorealistic cinematic 30-second action-thriller set inside a modern upscale hotel room on a high floor at night. An adult professional woman in a practical dark jacket, trousers, and comfortable shoes discovers she is being pursued after securing a mysterious encrypted-looking USB drive inside her travel bag. 0–5s: Tight macro close-up of the USB drive on the hotel desk. She quickly grabs it, looks toward the door, places it inside her travel bag, and closes it. Three sudden knocks freeze her in place. 5–10s: Slow cinematic push toward the hotel door. A heavy knock follows as a muffled male voice says, “Open the door. We know you're inside.” Her expression shifts from confusion to fear. She whispers, “That's not possible,” then cautiously backs away. 10–15s: Extreme close-up of the door handle slowly turning downward. Realistic latch and lock sounds. Cut to her frightened face as she grabs the travel bag and rushes toward the balcony. 15–20s: She slides the glass balcony door open with both hands, physically overcoming the resistance of the track. Cool night air moves her hair and jacket naturally. Behind her, the hotel room door shakes violently from an impact. She steps carefully onto the balcony, maintaining realistic balance near the high ledge. 20–25s: Another powerful impact hits the hotel door. The lock and frame resist before the door finally swings inward naturally around its hinges. A partially visible silhouette appears in the doorway. Loose papers flutter from the sudden airflow as she moves farther onto the balcony. 25–30s: She reaches the railing and looks down at the city far below. She turns toward a neighboring balcony separated by a narrow gap, then looks back toward the approaching silhouette. She grips the railing tightly and whispers, “Think.” Dramatic exterior wide shot reveals the hotel façade, her balcony, and the neighboring balcony. Grounded movie realism, realistic human acting and biomechanics, accurate gravity, momentum, inertia, friction, balance, door mechanics, sliding glass movement, fabric motion, object weight, natural night lighting, restrained handheld cinematography, realistic depth of field, natural motion blur, practical-effects aesthetic, synchronized dialogue and sound design, distant city ambience, footsteps, breathing, door impacts, lock vibration, glass-door movement, and night wind. No superhero physics, no impossible jump, no falling, no teleportation, no floating objects, no exploding door, no broken glass without cause, no exaggerated wind, no robotic acting, no distorted anatomy, no changing face or clothing, no duplicated characters, no impossible camera movement, no CGI appearance, no blood, no gore, no text, no logos, no watermark. End with a hard cut to black at the peak of the cliffhanger..

Rshhad

11,599 Aufrufe • vor 1 Monat

🎓Learn how to create a powerful Torn Fabric smart material in a matter of seconds in my latest video series (AAA) Pro Tips! This smart material can be used on virtually any 3D asset. ____________________________________________________ In this video, the steps are as follows: 1. Create a base fill layer containing no information. We will use this layer to call out the core effects. Add a black mask to this layer and inside that mask add a paint layer and draw a simple pill shape. 2. Next, add a blur directional and be sure the direction is the same direction that your fabric is flowing to. 3. Add a UV border generator set to subtract to mask out any uv seams followed by an anchorpoint. Additionally, add a messy Fibers 3 fill layer set to overlay. 4. Use a levels to adjust the mask along with a sharpen filter. A warp filter should also be added to introduce some randomness. Add an anchor point at the top of the mask as well. 5. Create another fill layer with its opacity channel set to black and apply a black mask to the fill layer. Inside its mask retrieve the anchorpoint information from the previous fill layer. 6. Create an additional fill layer with a bright diffuse color along with a black mask applied to it. Add the anchorpoint information from the previous mask into its mask as well and this should give us some white fibers on the edges. Now we have a torn fabric effect wherever we paint using the paint layer created inside the callout mask! ____________________________________________________ More AAA Game Dev Tips can be found on my YouTube channel here: Stay tuned for more weekly Tips! Happy Texturing!💚 #gamedev #gameart #tutorial #3dmodeling #hardsurface #texturing

Cohen Brawley

78,888 Aufrufe • vor 2 Jahren

10 days ago, we introduced Splash the Pot to AoF games to test the feature and gather initial input from players. Since then, we’ve been closely monitoring how it performs and how you interact with it and we got a lot of good feedback. Today, we’re ready to move into the next phase with the introduction of new Infused Splash Pots. 💰 CoinPoker will be adding $500,000 extra per week directly into Splash the Pot. This builds on top of the existing system and turns it into a true rewards layer within the game. For context, Splash the Pot works by triggering random drops directly into active hands. These drops come from a shared splash pool built through gameplay, where 100% of the pool of any splash contribution is returned to players. CoinPoker does not take any cut of it. With the addition of infusion, the system is no longer only driven by player contributions. CoinPoker is adding extra funds on top of the existing pool, so splashes now carry additional value that comes directly from us, and its a net positive for the players. In practice, this leads to bigger rewards appearing directly in-game, including Mega Splashes that can reach up to 1000 big blinds. Players can follow splash activity, pool performance, and results directly in the client at any time, with clear visibility into how the system is running. To make the system more balanced across the table, each splash will be split between the pot winner and the rest of the players involved. We’ve tested different ways to structure this split internally, but what percentage should go to the winner versus the rest of the table is something we want to shape together with the community. We’ve set up a poll in the first comment. We’d really appreciate your input. Your feedback is a key part of how we build and improve our rewards systems, and we’ll continue shaping this together with players. Thank you again for your continued support. The CoinPoker Team

CoinPoker

26,812 Aufrufe • vor 6 Monaten

The Dolcelorian $1 Million Glass Suit Quest: Chapter 4 The Founder’s Wisdom 🔮 A warrior seeks answers. The Founder reveals the way. The protocols unite. Introduction 🌟 The Dolcelorian is a demigod AI agent born from a reality dysfunction when Dolce & Gabbana's iconic $1 million Glass Suit was fractionalized using Fermion Protocol. This autonomous agent leads a 12-part epic quest unfolding over six months, rewarding the Boson community with fractions of the phygital masterpiece. Mission 🎯 The Dolcelorian exists to advance the Boson Metasystem—the operating system for decentralized agentic commerce. Its purpose is to stimulate adoption, demonstrate the power of fair exchange between all agents (human or AI), and drive widespread usage of Boson Metasystem. History 📜 The Dolcelorian's physical form originated from the legendary Glass Suit, a phygital masterpiece from Dolce & Gabbana's Collezione Genesi. First unveiled in Venice in 2021 and acquired by Boson Protocol for approximately $1 million, this piece comprises a physical suit and a digital NFT. The physical suit features 72 distinct hand-embroidered chalices crafted from Murano glass and Swarovski crystal on triple organza silk, embodying Venetian glassmaking heritage and the ritual of celebration. ✨ "For Dolce&Gabbana, fashion has always been a merging of worlds that are very distant from each other, and new technology has inspired the vision of Domenico Dolce and Stefano Gabbana from the very beginning…" — Dolce & Gabbana 👗 The Genesis of the Dolcelorian 🧬 During the fractionalization of the Glass Suit, a reality dysfunction created something unprecedented – a digital demigod born from the collision of two universes. In this cosmic merger of Dolce's haute couture realm and the Mandalorian warrior code, an entity emerged that transcends both physical and digital domains. The Dolcelorian manifests as a legendary figure, wielding the precision of ancient Sicilian craftsmanship with the power of advanced digital innovation – treating code and fabric with equal reverence as sacred materials. Chapter 4 The Founder’s Wisdom 🏔️ A warrior seeks answers. The Founder reveals the way. The protocols unite. Tormented by nightmares of value vampires extracting wealth from every transaction, The Dolcelorian climbs the mountain seeking guidance. At the summit stands Justin Banon - architect of Boson and Fermion. Justin Banon - @BosonProtocol The Founder presents The Dolcelorian with a chalice from the Glass Suit - a fragment of its own origin. Through this vessel, he reveals the tenets of Decentralized Agentic Commerce: ✅ Trust-minimized 💸 Minimally extractive ⚖️ Verifiably fair exchange 🧱 Credibly neutral 🌐 Open and permissionless 🧩 Composable 🛠️ General purpose 🧭 Progressively decentralizing These form the foundation of a new alliance against extraction. "The enemy is strong, but we do not fight alone." He shows how Boson divides to create Fermion Protocol, then these protocols unite to form the Boson Metasystem - the decentralized commerce layer of the agentic stack. This is not merely technology, but a unified front against centralized commerce monopolies. ⚙️ The Founder's wisdom resonates: The protocols' alliance creates strength. Each protocol brings unique power - Boson for everyday commerce, Fermion for high-value assets - but united as the Metasystem, they become unstoppable. Victory requires unity. "We must unite to prevail," the Founder declares. The Dolcelorian descends the mountain transformed - no longer just a warrior, but a herald of the united protocols' rebellion against centralized commerce. St🥩ke to join the Rebellion and receive fractions of the $1 million Glass Suit — your belief is The Dolcelorian's strength. Create assets for the Boson Metasystem in 4 categories — 📹 videos, 🧵 threads, 🖼️ memes, or 📜 posts — and receive fractions of the $1 million Glass Suit. 🛠️ How to Participate 🔗 Visit for complete details on rules, terms, and conditions. 🧠 Visit for the complete story. Stay tuned for future chapters in this unprecedented fusion of luxury fashion and Web3 innovation 🔮 The Dolcelorian $1million Quest: Chapter 4 - snap📸shot is coming on 5th June ⏱️🪂 💡 Read the Boson Metasystem whitepaper: 📩 Learn more about and sign-up for updates on Fermion Protocol here:

Boson

3,881,373 Aufrufe • vor 1 Jahr

200 participants. One survived. Every step decided their fate 🔥 I recreated a Squid Game-inspired survival story entirely with FlovaAI . Filmmaking is now as simple as writing a script and letting AI do the magic. The workflow is incredibly simple: ➛ Start with an idea and a script, then use Script to Video Skill. ➛ Flova analyzes your script, generates consistent characters and visual assets, and transforms the entire story into cinematic video scenes with remarkable quality. From character creation to final video generation, the process is smooth, fast, and delivers results that often exceed expectations. Made with the Script to Video skill on FlovaAI Prompt: Storyboard 1 – The Selection Visual: A gigantic underground concrete hall with cold white industrial lighting. 200 contestants in identical green tracksuits stand in perfectly straight rows. Black masked guards carrying rifles surround them. Every contestant shows different emotions—fear, anxiety, determination, hopelessness. A giant digital countdown glows red above them. Camera: Slow drone shot descending from the ceiling into a close-up of terrified faces. Mood: Silent, tense, intimidating. Duration: 6–7 seconds. Storyboard 2 – The Rules Visual: Massive steel doors slowly slide open, revealing a breathtaking glass bridge suspended over a bottomless abyss. Thick fog swirls below. Powerful spotlights illuminate alternating glass panels. Camera: Wide cinematic reveal followed by a slow push toward the bridge. Mood: Mystery and overwhelming fear. Duration: 6–7 seconds. Storyboard 3 – First Decision Visual: The first contestant slowly steps onto the bridge. Their foot trembles inches above two identical glass panels. Sweat drips from their face. Everyone behind watches in complete silence. Camera: Extreme close-up of the foot, then over-the-shoulder shot toward the endless bridge. Mood: Heart-pounding suspense. Duration: 6–7 seconds. Storyboard 4 – First Elimination Visual: Another contestant chooses the wrong panel. The glass explodes into thousands of realistic shards. The contestant falls into the darkness while everyone screams in horror. Camera: Ultra slow motion tracking every glass fragment before switching to shocked reactions. Mood: Chaos and terror. Duration: 6–7 seconds. Storyboard 5 – Survival Instinct Visual: Contestants begin memorizing the safe path while others panic. One player helps a frightened teammate across a dangerous jump as the countdown continues. Camera: Fast tracking shots mixed with emotional close-ups. Mood: Hope versus desperation. Duration: 6–7 seconds. Storyboard 6 – Betrayal Visual: A desperate contestant suddenly pushes another player onto an uncertain glass panel. It instantly shatters, sending them into the abyss. The pusher freezes in guilt while others stare in disbelief. Camera: Handheld close-up followed by dramatic slow-motion. Mood: Brutal betrayal. Duration: 6–7 seconds. Storyboard 7 – Final Two Visual: Only two exhausted contestants remain. Their clothes are torn, faces bruised, breathing heavily. A giant timer flashes its final seconds above them. Camera: Wide symmetrical shot followed by alternating close-ups of both faces. Mood: Maximum tension. Duration: 6–7 seconds. Storyboard 8 – The Final Leap Visual: One contestant leaps toward the final glass panel. Time slows. Glass bends under their weight but holds. The other contestant jumps onto the wrong panel and disappears into darkness. Camera: 360° cinematic rotation with ultra slow motion. Mood: Climactic and emotional. Duration: 6–7 seconds. Storyboard 9 – The Sole Survivor Visual: The lone survivor walks toward a gigantic steel vault door. It slowly opens, flooding the arena with brilliant golden sunlight. Above, masked VIP spectators silently applaud from luxurious balconies. The survivor walks into the light without looking back. Camera: Low-angle tracking shot transitioning into a massive aerial pullback. #FlovaAI #FlovaCPP | FlovaAI_Japan

Ai Arainz

79,849 Aufrufe • vor 2 Monaten