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Agent Boraᵖᵗ²
@boralling
Not so chronically online PLLI ||💙💜💗❤️🖤||
She/Her || nsfw Tham gia Nisan 2020
295 Đang theo dõi173 Người theo dõi
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@boralling Asliii, gak sabar banget soalnya dari photo concpet sampe teaser keren-keren banget 😭
Indonesia
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Sadewa cosplay jukir nyiapin PELUIT BETULAN dan gak cuman satu, TAPI DUA. KENAPA WELL PREPARE MASALAH GINIAN
#SadewaServe #SadewaSpilled
Indonesia

@sturdyramen Nah iya wkwkk tak tau bakal kek mana ini jalan ceritanya, makin ga sabarrrr
Indonesia
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🌐 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

English
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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.
English
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