omgi cant spell
Posts by venv
tbh it was a lot easier than i was expecting, rlly excited where this goals
My dilapidated laptop says no
God i sorta got libgodot working on on rust
used this as reference
github.com/zorbathut/li...
hopefully i am able to do this with gdext soon
like i can compile the rust code and load in compiled library in the blender plugin
ez performance boost
github.com/godot-rust/g...
LibGodot may be useful to actually embed godot in blender
my approach rn is to create a separate godot process, and blender & godot "talks" via shared memory
big downside: no direct access to blender's data via a pointer
data has to be copied to shared memory, which is a no no for large meshes
if blender had rust/c++ bindings for plugins i'd be ecstatic
writing plugins in python is just...meh
an attempt on porting the godot rendering engine to blender
A stylized 3d render of the character, "2D", from Gorillaz, listening to music on their headphone.
3d Rig of Phase 5 2D
—
fun fact, blender crashed like 5 times while rendering this and it was because of ambient occlusion being wonky
#gorillaz #blender #blender3d
chair
i wonder when they'll improve the DoF shader.
it's kinda expensive, and i made a cheaper one by using the depth buffer, and sampling the viewports mipmaps based on the depth
ooo
ok im done
cube
fish
what
A 3D render of a crossing light with emojis displayed on the screens.
emoji crossing lights
dot matrix display shader on the next image btw if you want to copy it
#blender #blender3d #art
i like how youtube is becoming more unresponsive on firefox for some reason
this never happened a month ago, all of a sudden youtube will either stop working.... (it just did rn while i was typing) or memory leak to the point it crashes my system
help i made an eye rig
sheesh im dry on content
just. balloons. #blender #blender3d #3dart
another idea i had, was to use *actual* lights to simulate GI, but that would be actually expensive
i do recognize this could be another way for lights to be computed in godot, but thats for another time
for shits and giggles i made a global illumination system that works for compatibility renderer on godot
there's a lot of quirks to be figured out, but i'm happy where this is going.
how it work is that, the GI is calculated in a script, stored in a small 3d texture, then projected in the scene