feixiong

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feixiong

feixiong

@ShaderError

Katılım Nisan 2023
63 Takip Edilen67 Takipçiler
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Light Painter
Light Painter@LightPainterPro·
🚀 LightPainter 1.0.9 is out! What's new: * Reworked brush falloff logic — behavior across the Hardness range now feels much more distinct, especially along stroke edges, and closely matches Photoshop. * "Fill Color" now respects active selection — it'll fill only inside the selection. Previously the selection was ignored for this option. #b3d #blender3d #blenderaddon #lightpainter #3dlighting #cgi
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feixiong retweetledi
Light Painter
Light Painter@LightPainterPro·
After 4 months of hard work, my Blender add-on is finally out of beta! Paint light directly in the viewport like you paint in Photoshop. No nodes, no wiring, no hassle. #blender #b3d
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feixiong
feixiong@ShaderError·
@Centri_Storm Hey! I’ve just released a new version of the add-on. It includes new features and fixes for several bugs. Don’t forget to update it 😀
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Centri Storm
Centri Storm@Centri_Storm·
@ShaderError I am trying to run Light Painter after purchasing the plugin. Python: Traceback: lightpainter.py, line 2351 in invoke if not _build_shadow_mask(context) line 1164, in _build_shadow_mask shader = get_mask_shader() line 934, in get_mask_shader _shader_mask = gpu.shader.create_from_info(info)
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feixiong
feixiong@ShaderError·
@Centri_Storm HI! I’ve just released the full version of the add-on. Could you please download and give it a try? Let me know how it goes, and if you still run into same problems
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feixiong
feixiong@ShaderError·
@InterceptoV Thanks! I hope people find it useful — debugging geometry gets so much easier when you can actually visualize it :)
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feixiong
feixiong@ShaderError·
The new add-on for previewing geometry nodes in Blender is almost ready. I just need a bit more time for extra polishing. As promised, you can now preview not only the geometry output by a node, but also the incoming attributes. #blender3d #geometrynodes
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feixiong
feixiong@ShaderError·
I’ve been working on a new add-on that preview Geometry Nodes output. Still a WIP, and I wanna make it as useful as possible — so let me know what you think! #blender #b3d
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feixiong
feixiong@ShaderError·
ShaderView Add-on now goes beyond just visual previews — it provides precise numerical insights into your shader node calculations. No more guesswork when dealing with clamped values or invisible data ranges! youtu.be/vtq1K-BUFYg #blender3d #b3d #shader
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feixiong
feixiong@ShaderError·
Released a new feature for the Shader View add-on! Now you can preview scalar values directly from math-related nodes by selecting the Value socket. It doesn’t clamp results to [0-1] and maintains high precision. Now you can truly see what’s happening with your Math nodes! #b3d
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feixiong
feixiong@ShaderError·
@_ndyart Hey, sorry about that! I recently fixed many bugs related to Windows OS. Try to update the add-on to version 1.0.13, I think that should solve the issue. Let me know if it doesn't work!
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Andy Taylor
Andy Taylor@Nokoiyo·
@ShaderError Hello! I'm getting a red box with 'Rendering error', in Blender 4.3. Any ideas on how to fix this? I have colleagues that are using it in Blender 4.2, and it looks amazing!
Andy Taylor tweet media
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feixiong
feixiong@ShaderError·
Finally made my first Blender add-on — Shader View! 🎉 It shows real-time previews right above shader nodes, so no more switching to material output just to check things. Works fast, even with big node trees. If you try it, let me know what you think. 😄 #blender #b3d #shader
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feixiong
feixiong@ShaderError·
@unofficialreach Whoa, that’s awesome! Let me know if you run into anything or have ideas to make it even better. 🔥
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feixiong
feixiong@ShaderError·
The final tweak involves adjusting the strength of the shadows when they are overlapped by the cloud shadow. And with that, we're done!
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feixiong
feixiong@ShaderError·
The easiest way to deal with shadow blur is to add extra param to our sampling function for directional shadows. And we will modify the sample_directional_pcf_shadow() function by adjusting the blur_factor param (in the scene_forward_lights_inc.glsl)
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