NickHardeman

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NickHardeman

NickHardeman

@NickHardeman

I like to draw, I like to paint, I like to code. Minister of Interactive Art @design_io @[email protected]

Katılım Eylül 2008
340 Takip Edilen1.1K Takipçiler
Reza Ali
Reza Ali@rezaali·
WIP on enhanced physically based rendering. Transmission feels really hacky without ray tracing, but its in there now.
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NickHardeman
NickHardeman@NickHardeman·
ofMaterial with dynamic shaders, no need to recompile. Thanks to shader setup tips from @patriciogv, ie dynamic defines. :)
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NickHardeman
NickHardeman@NickHardeman·
Added displacement maps to the #pbr renderer I'm working on. Also added calculating normals from displacement + normal map mixing. #openframeworks
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NickHardeman
NickHardeman@NickHardeman·
@RezaAli @patriciogv @theowatson The # defines help it run more efficiently than setting a bunch of uniforms from my understanding. #lygia uses defines extensively and can run PBR on the PI! Some GPUs are grumpy if there is a uniform texture that is never set so the defines can help avoid that.
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Reza Ali
Reza Ali@rezaali·
@patriciogv @NickHardeman @theowatson Didnt know you could convert that way! I'm piecing together all the components slowly... I'm learning that to get PBR working with all the different constraints it could have you have to inject defined values and code chucks if those parameters / maps exists??
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Reza Ali
Reza Ali@rezaali·
Working on getting physically based rendering into Satin. If you've done this before for a render engine, how does one deal with lights... specifically how to pass all of them into the shaders for processing. #metalapi
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Reza Ali
Reza Ali@rezaali·
@NickHardeman @theowatson @patriciogv Yeah I assume those are the ones that will be used the most. I'm curious how you are checking your results? Yesterday I stared at my first messy implementation trying to figure out if it was correct in all the ways.
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NickHardeman
NickHardeman@NickHardeman·
@RezaAli @theowatson @patriciogv Right now working on what seems to be the most common: albedo, emissive, roughness, metallic, ao and normal map. Wondering the same about the others :)
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Reza Ali
Reza Ali@rezaali·
@NickHardeman @theowatson @patriciogv wow, super useful, thanks Nick. I'll be studying this. I'm wondering how many material properties to support. Reading about sheen, clearcoat, anisotropy, ao, etc. Whats your take on this?
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digital tim ARCHIVES
digital tim ARCHIVES@timstutts·
folks, let me put this another way… in this role you will get to research, design & program beautifully animated shapes on an AR HMD, that evoke a response in the brain to be analyzed by a BCI as user input data. i can’t think of a cooler job. #creativecoding #p5js #babylonjs 🤯
digital tim ARCHIVES@timstutts

attn prototypers / technical artists / creative coders working in #arvr #xr #unity. we’re hiring! come join our design team at @cognixion_ai & help define the future of #uiux design for accessible #bci. dm me if interested. cognixion.bamboohr.com/careers/53?sou… #a11y #neuroscience #designjobs

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NickHardeman
NickHardeman@NickHardeman·
Working on integrating shadows into #openframeworks. Still need to clean up and test a bit more...
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