Agent Boraᵖᵗ²

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Agent Boraᵖᵗ²

Agent Boraᵖᵗ²

@boralling

Not so chronically online PLLI ||💙💜💗❤️🖤||

She/Her || nsfw Inscrit le Nisan 2020
295 Abonnements173 Abonnés
Agent Boraᵖᵗ² retweeté
ami
ami@plavirdol·
i'm gonna start crying starshards😭 these are lovely reminders to ourselves
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Agent Boraᵖᵗ² retweeté
jess
jess@asterumidol·
the members who were lying down in dash mv are still there in born savage teaser............. so there are plave members from different timeline or universe.....????
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Agent Boraᵖᵗ² retweeté
데이🌻
데이🌻@haonujey·
thats some INSANE visual
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Vin ✨️
Vin ✨️@sturdyramen·
@boralling Asliii, gak sabar banget soalnya dari photo concpet sampe teaser keren-keren banget 😭
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Agent Boraᵖᵗ²
Agent Boraᵖᵗ²@boralling·
SO ARE THEY FROM DIFFERENT TIMELINE OR WHAT
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Agent Boraᵖᵗ² retweeté
Ani Mazni
Ani Mazni@AniMazni_chan·
Noah's portal (shadow) evolution: Unlike its more magical, soft, aurora-like features it once had, even the stars were more visible butbthe current look way grittier with darker shade & the data fragments were more apparent, almost like a blackhole 🤓🔎
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Agent Boraᵖᵗ² retweeté
Cila — 🖤민
Cila — 🖤민@Tinkervbelll·
kasih paham boss boss boss
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Agent Boraᵖᵗ² retweeté
Ubii~
Ubii~@Y_ubii_bkar·
become charcoal
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Agent Boraᵖᵗ² retweeté
Vin ✨️
Vin ✨️@sturdyramen·
Ready to fight Caligo! 👾 #플레이브 #은호
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Agent Boraᵖᵗ² retweeté
jess
jess@asterumidol·
no one gonna complain about yejun's shield anymore, everyone will get protected 😭😭😭😭😭
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Agent Boraᵖᵗ² retweeté
미쟝센_
미쟝센_@scene_PL·
다시봐도 참 좋다 아 크레딧 참말 좋넼ㅋㅋㅋㅋㅋㅋㅋㅋ
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Agent Boraᵖᵗ² retweeté
r. daetong
r. daetong@SAVVEET·
Sadewa cosplay jukir nyiapin PELUIT BETULAN dan gak cuman satu, TAPI DUA. KENAPA WELL PREPARE MASALAH GINIAN #SadewaServe #SadewaSpilled
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Agent Boraᵖᵗ² retweeté
agent p: alᵖᵗ² 🥨
agent p: alᵖᵗ² 🥨@bemyplavelist·
avengers assemble ❌ plave assemble ✅
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Agent Boraᵖᵗ² retweeté
PLAVE INTL
PLAVE INTL@plaveintl·
🌐 𝗚𝗹𝗼𝗯𝗮𝗹 𝗦𝘁𝗿𝗲𝗮𝗺𝗶𝗻𝗴 Just by enjoying PLAVE’s music, you’re already helping expand their global reach! Streams on platforms like Spotify and Apple Music contribute to both country-specific and global charts, showing where PLAVE is gaining strong momentum across Terra. These streams also count toward the Billboard Global Charts (data by Luminate), Korea’s Circle Chart, and select Korean music shows such as Show! Music Core and M Countdown. Even major award shows like MAMA include global streaming and voting, so every stream truly matters. Your support as an international PLLI is also valuable! You can stream independently at your own pace or join PLLIs stream anytime on PLLI Stationhead (operating 24/7 for Spotify and Apple Music users): stationhead.com/c/plli #Caligo_Pt2 #BornSavage #PLAVE_BornSavage #PLAVE #플레이브 #プレイブ
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Agent Boraᵖᵗ² retweeté
_2514_
_2514_@_Way4Luv_·
PLAVE Interactive Fluid & World Pipeline— Based on Unreal Engine Documentation & Public Techniques(Interpretation) This analysis does not necessarily reflect PLAVE's actual production pipeline. This production is an interaction system built on Unreal Engine's real-time rendering pipeline, where member animation data interacts with environmental materials to generate visual effects that resemble physical responses. 1. Advanced Fluid Interaction ㅁAnimation-Driven Interaction Input When the members' skeletal meshes(feet) come into contact with the ground trigger plane, instead of physics-based simulation, animation and root motion-based movement vectors(velocity/direction) are extracted in real time and passed as parameters. ㅁDynamic Flow Map Distortion The transmitted movement vector data is used as parameters for pre-designed flow map / vortex patterns, causing nonlinear distortion of the UV coordinates of the ground material. This enables fluid responses that go beyond simple circular ripples, producing directional and asymmetrical vortex patterns. ㅁRefraction, Reflection & Normal-Based Depth Perception The sense of fluid depth is not achieved through volumetric simulation, but through a combination of: Normal Mapping(surface gradients) Refraction Screen-Space Reflection(SSR) This creates distortion effects of the ground texture and member silhouettes beneath the surface, inducing a perception of depth. 2. Environment & State Management ㅁState-Driven Material Response Linked to the members' state machines: Idle state -> maintains a static water surface Movement state -> activates fluid response parameters Material parameters are dynamically adjusted based on state. This structure is optimized to reduce unnecessary computation while enabling interaction only when needed. ㅁPhase Transition VFX(Mesh -> Particle) The members' dissolve effect combines Niagara particle systems with material-based dissolve techniques. Rather than physically decomposing mesh data, it visually represents a transition from mesh to particles. This is a non-physical VFX pipeline designed to simulate a change of existence within world space. 3. Real-Time Synchronization & Performance Structure Animation data from multiple members and environmental responses(fluid, materials, particles) are processed within a frame-synchronized, low-latency structure. This ensures natural interaction without noticeable delay, even in live environments, and suggests the use of a customized and optimized Unreal Engine-based pipeline. Technical Philosophy: Control vs. Randomness True fluid simulation introduces a high degree of randomness, which can lead to visually noisy and less controllable results. In contrast, an animation-driven parameter approach allows artists to fully control the shape, timing, and behavior of fluid responses, ensuring consistently refined and intentional visual output. This represents a design choice aimed at achieving visuals that are more controlled, readable, and aesthetically optimized than real-world physics. This reflects an approach where technology is not treated merely as a tool for control, but as an infrastructure for expanding artistic experience. Therefore, this system does not rely on true fluid dynamics simulation. Instead, it utilizes shader-based 2.5D fluid rendering combined with animation data to visually represent the effect of members physically interacting with their environment. Additionally, computations are performed using lightweight real-time shaders, while the overall result is designed to be perceived as physically interactive behavior.
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Agent Boraᵖᵗ² retweeté
jess
jess@asterumidol·
the intense scene that appeared 0,1 second 🫠🫠🫠🫠🫠
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Agent Boraᵖᵗ² retweeté
🍑왐쫩
🍑왐쫩@bambywjj030·
먀미 퇴근길 믐무도 막내는 막내다😇💕
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Agent Boraᵖᵗ² retweeté
yam 🐥
yam 🐥@ppyungari_·
HAN NOAH'S INSANE FACE CARD
yam 🐥 tweet mediayam 🐥 tweet mediayam 🐥 tweet mediayam 🐥 tweet media
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Agent Boraᵖᵗ²
Agent Boraᵖᵗ²@boralling·
Sekk rada linglung gue😭 karna abis fokus baca ceritanya benito ama harlow
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