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I FINALLY managed to create a point cloud animation 💪 Here is how I did it using #GaussianSplatting, #Blender and 2 add-ons from KIRI Engine - 3D Scanner App . Creating point cloud animations has always been a dream of mine (inspired by masters like ), but the tech...

10,392 次观看 • 1 年前 •via X (Twitter)

8 条评论

KIRI Engine - 3D Scanner App 的头像
KIRI Engine - 3D Scanner App1 年前

@Ruben_Fro 🤘😀🤘 Awesome work dude, makes me thirsty for a summer pint 🍻

Rainmaker 的头像
Rainmaker2 年前

Can Machine Learning beat the market? Check out this post on my free Substack where I share code and commentary for an XGBoost model and a Random Forest model that both deliver powerful performances.

Blue Nile 3D 的头像
Blue Nile 3D1 年前

@KIRI_Engine_App @Ruben_Fro Nice making of dude!

Pete Woodbridge 的头像
Pete Woodbridge1 年前

@KIRI_Engine_App @Ruben_Fro amazing 😍

LNK 的头像
LNK1 年前

@KIRI_Engine_App @Ruben_Fro Mental. Just really sharp

DANNYonPC 的头像
DANNYonPC1 年前

@KIRI_Engine_App @Ruben_Fro HERTOG JAN MENTIONED

David Maze 的头像
David Maze1 年前

@Scobleizer @KIRI_Engine_App @Ruben_Fro That’s awesome, do you have a tutorial on creating those animated loop mandalas seen on a lot of videos?

Simon Micollier 的头像
Simon Micollier1 年前

@KIRI_Engine_App @Ruben_Fro awesome rendering, any web version of it ? :)

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🎓 Learn how to create a Cherry Wood Material in a matter of seconds in my latest video series (AAA) Pro Tips! ____________________________________________________ In this video, the steps are as follows: 1. Create a slightly red-colored fill layer with high gloss to act as the woods base material. 2. Add a second fill layer with a black mask, and inside that mask add a stripes greyscale set to planar projection. These stripes will act as the wood rings and should be projected onto your mesh in a natural way. The stripes should also be set to max softness, and followed by a Directional Noise 3 with a blend mode set to Difference. 3. Add a levels to tweak the mask and add an anchor point to the mask as well. 4. Create another fill layer with a dark brown diffuse, and store the information from the anchor point into its mask. Apply a levels to increase its intensity, and then add a fill layer up top with the anchorpoint information applied again, but set its blending mode to Subtract. 5. Create an additional fill layer with a very dark diffuse channel. Add a mask to the fill layer and inside its mask add a fill layer containing the anchorpoint information, from the Wood Rings. This fill layer can now be used to add some dark contrast to the center of the wood rings 6. A warp filter should also be used to apply some subtle imperfections to the wood rings and grain. Now we are left with a very nice result of Cherry wood! ____________________________________________________ More AAA Game Dev Tips can be found on my YouTube channel here: Stay tuned for more weekly Tips. Let me know below what you would like to learn in future videos! 👇 Happy Texturing! 💚 #gameart #texturing

Cohen Brawley

25,219 次观看 • 2 年前

Codex has become a real game engine... If you take the time to make it become one. You can do EVERYTHING in it. And I think I've cracked the perfect custom UX? I'd like to show you how I use it. See video below 4 steps: - Create a custom tool you need, like one to generate new buildings that matches you game art direction - Ask Codex to open this tool in a worktree (important) - Attach the browser view of your tool in the Thread - Use pinned thread to have easy access to the tool And there you go: you have what I call a "codex-augmented" tool, which it's incredibly powerful because - the tool will speed up your development immensely AND also: - you can improve the tool as you use it with codex For example, let's say I want to add a new button to my 3D building gen tool so I can generate a thumbnail of the 3D building. - I click on "Building Lab" - I prompt Codex "add a button to generate thumbnails" - I have my new button - I can use the tool right away in the pinned Thread You can then use the /yeet skill to commit, push and create a PR with the changes you made to your tool. I have tools for everything - To manage my tasks in Linear - To do content / social media / steam marketing - To localize the game in 9 languages - To manage sounds, musics and voice lines - To generate and fine tune buildings - To create and animate procedural zombies - To tweak environnement/decor and map design - To manage my analytics - To simulate late game perf I'll be honest it's incredibly powerful and easy!

Nicolas Zullo

80,092 次观看 • 1 个月前

A closer look on the GSAP powered animations in Webflow. Just from my perspective. In short, it’s way more powerful than I first thought. The more I use it, the more I like it. Of course, there are some parts missing. But it's the first version. There's still a lot to come. For example, custom ease would already make a huge difference. Breakpoints. Maybe a way to add custom functions as sometimes you need to calculate stuff in JavaScript to get complex animations. The biggest part for me is that you can just build the animation inside a timeline. This makes it so much easier than writing it as code. You can fine tune it so much more. When there would be a way to export the tween as code to add some more functionality would be awesome. You can also add custom classes with the timeline, which can then be used in custom CSS to add more functionality. With a bit of custom code you can also use breakpoints for your animations. By using the custom event the animation can be used in custom code which can also be pretty powerful. Didn’t test it so much yet, but would be cool if you could just take the event and use for example the onComplete() from GSAP or other stuff. For example. let mm = gsap.matchMedia(); const module = Webflow.require("ix3"); module.ready().then(() => { mm.add( { isMobile: "(max-width: 992px)", }, (context) => { let { isMobile } = context.conditions; if (isMobile) { module.emit("Mobile Animation"); } } ); }); "Mobile Animation" is the name of your custom event. I hope that part will get more powerful. Something I miss on the timeline is that when you select more actions you can just drag all actions. It would be cool if you could move it frame by frame with the arrow keys, like in Jitter for example. Or just write a specific point like when you have one selected. For now I would further write the code myself, but I’m excited to see where it’s going. Maybe there will be a time where you could animate most parts inside Webflow 🙂 Can’t wait for the next GSAP update!

Eduard Bodak

12,590 次观看 • 1 年前