@froyok@mastodon.gamedev.place cover

Aka Lady Bloom.

Principal Product manager on Substance 3D Painter :substance:, but stay up at night to fiddle with shader stuff.

Speaking French/English.

#gamedev #art #unrealengine #substance #opengl

nobot

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froyok , to random
@froyok@mastodon.gamedev.place avatar

Dropbox has a "fun" bug since a few weeks on my machine.

Each time I wake it up from sleep, and a file is modified, Dropbox app becomes crazy and eat up all my ram.

Take 5 minutes for the system to notice and kill it (or maybe it crashes because it can't allocate further).

I doubt I will bother report the issue, given how unhelpful their support is on their forums.

froyok OP ,
@froyok@mastodon.gamedev.place avatar

Currently writing a Python script to auto-kill it before it slows down the machine and relaunch it.

I guess I could also put it into the sleep schedule. 🤔

froyok , to random
@froyok@mastodon.gamedev.place avatar

Love the first game, very happy to see a second one is coming up ! ❤️

"INDUSTRIA 2 Announcement Trailer"
https://www.youtube.com/watch?v=IOBqaS5pcFM

froyok , to random
@froyok@mastodon.gamedev.place avatar

I wonder if anybody tried to use FXAA before doing display mapping BUT by still applying and reverting a curve ? 🤔

Aka:
1 - Switch from HDR to SDR
2 - Apply FXAA
3 - Switch back from SDR to HDR
4 - Apply regular post-process stuff

froyok OP ,
@froyok@mastodon.gamedev.place avatar

Finally !

Weeks (if not even months) or rework and I can finally render cubemaps.

Pretty happy about it, especially since the cubemap generation side of things took less than a day to write. My refactor worked out really well. :)

Video showing a reflective sphere showing the scene around. In the video the fog settings are toggled on/off to show the dynamic update on the sphere.

SheriffStone ,
@SheriffStone@graphics.social avatar

@froyok Just as another reference point, we've written an accurate analytic fit for the integrated FG term in MaterialX, allowing you to render energy-compensated GGX reflections without texture lookups.

Here's the analytic fit for the integrated FG term:
https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/libraries/pbrlib/genglsl/lib/mx_microfacet_specular.glsl#L108

And here's the method that leverages integrated FG to compute energy compensation for multi-scattered GGX reflections:

https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/libraries/pbrlib/genglsl/lib/mx_microfacet_specular.glsl#L195

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