aukimi The Creative Hive

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aukimi The Creative Hive

aukimi The Creative Hive

@aukimi_

Professional-grade creative suite for 2D, 3D & video—runs in your browser. Human-first, lightning-fast. 🚀

Switzerland 🇨🇭 Katılım Şubat 2026
300 Takip Edilen70 Takipçiler
aukimi The Creative Hive
@SketchpunkLabs Blender's node graphs don't map 1:1 to GLSL/WGSL, exporting the structure first and rebuilding the logic by hand usually keeps more control than a straight auto convert.
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VoR
VoR@SketchpunkLabs·
Does anyone know a way of exporting a #blender shader / material node tree? Curious if we can pass that into AI to recreate the shader in #glsl, #wgsl, #tsl. Be great to get some decent approximations of the rendering out of blender & into #threejs.
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aukimi The Creative Hive
@TaikiMitsuishi Bevy's ECS scheduling being approachable for non programmers is a big deal, most engines make you fight the architecture just to get things running in the right order.
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Taiki Mitsuishi
Taiki Mitsuishi@TaikiMitsuishi·
@aukimi_ Yes. I think that's the strongest part of using Bevy and ECS . bevy_ecs scheduling system is solid even for non programmer background developer like me. Easy to set up when it should fire and when shouldn't.
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Taiki Mitsuishi
Taiki Mitsuishi@TaikiMitsuishi·
ここ数ヶ月、ずっとSky Shaderの勉強をしてました それからやっと自前のSky SHaderを #bevy に実装できました Bevy AtmosphereとShaderToy、そして #PSA を参考にして #b3d で数式的にShaderを組みました その後Shader Nodeから #wgsl にコンバート #rustlang #個人制作 #ゲーム制作
Taiki Mitsuishi tweet media
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aukimi The Creative Hive
@peter_peater Simulation just for the wingtips and curves/sine for the rest is a smart split, keeps it procedural without the overhead of full sim everywhere.
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Peter Peater
Peter Peater@peter_peater·
@aukimi_ thank you so much!, i used a bit of simulation on the tips of the wings with a simulation zone, the rest is curves and sine functions
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Peter Peater
Peter Peater@peter_peater·
bird generator, made entirely in #geometrynodes, dynamically responds to the velocity and direction the birds are travelling in, modifying the flapping intensity and direction. in #b3d, no keyframes here, not even 1
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Taiki Mitsuishi
Taiki Mitsuishi@TaikiMitsuishi·
@aukimi_ Yes! That's the biggest point of Hillaire Atmosphere! My sky Shader is generating 4 LUT in parallel.
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aukimi The Creative Hive
@snekjar Baking as the safe fallback makes sense while real time still needs tuning. Good luck landing a strategy that keeps both the visuals and the GPU happy.
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Regis Bernard
Regis Bernard@snekjar·
@aukimi_ yep but it costs! i made a baked version to avoid gpu shout/crash , working too on a real time renderer during the run, need lot of tests to find good strategy
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tafaar
tafaar@tafaar_·
ok last time i'm showing this off before i have a demo, but i added wall-running :] i think it look pretty amazing with all the particles and the sword trail #gamedev
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Amyang
Amyang@AmyangXYZ·
A multi-model MMD video rendered by reze.design
Amyang@AmyangXYZ

reze.design Styling MMD scenes in the browser, Figma-style 🎬 Bring a model, motion, and song, then style every material with live node-based shaders. Gallery + full scene/stage composition coming soon 👀 #MMD #WebGPU

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aukimi The Creative Hive
@ko_ro_chin 100k boids running smooth on an onboard GPU is no joke. WebGPU compute shaders are wild for this kind of thing, proper sardine swarm vibes.
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コロちん
コロちん@ko_ro_chin·
Boids WebGPU の Compute Shader でシミュレーションするようにしたら、オンボード GPU なのに 10万でもぬるぬる動くように。イワシの群れっぽくて楽しい☺️ #digitalart #babylonjs #boids
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