
chena
488 posts






@SoftEngineer damn, you buried my point. My guess is that, when I wrote it, I was comparing it to Eternal in my mind. There was light everywhere, making the details stand out. This is not happening in TDA, and the details are being kept in the dark, that's maybe why I don't appreciate the game






Our Neural Irradiance Volume (Eurographics 2026) permits real-time rendering of large scenes with dynamic objects and moving lights, while providing a higher quality at a given memory budget (10x improvement over probe grids!). Project page: arnocoomans.be/eg2026/.


Caught these lovely asphalt specular reflections outside. Is there a game where they're actually this long? I only remember UE Samaritan demo with the funny hacked BRDF with stretched vertical dir. Doing it properly needs supersampling...










There's a gap in the CG cloud market for detailed wispy clouds, the kind you'd see hanging around mountains. Anyways I wanted some, so I'm simulating them. This one is 4.2k x 2k x 1.5k voxels at full resolution. I put the files for this one below for you to download👇


















