30|Demi | Purple entity | Enjoys making VRChat worlds

Joined March 2022
Finally got a ref sheet made! Happy to have something to use to get some art made c:
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Got inspired by this and made a little animation for a friend x3
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Look at this gorgeous boyo! X3 Love it
Colored sketch comm for @MeekiFur Tysm! >u< #furry #digitalart
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This is long overdue, but I now have documentation for my shaders. It's a bit wall-of-texty but it will be a continuous WIP and I'll be improving it over time. github.com/MochiesCode/Mochi…
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Super cute pic friend did for my bday! Way too adorable x3
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Birthday narb Goodbye, my sweet youth
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I got squeaky clean! Only slightly stinky now
Washy Derg Completed!! @MeekiFur Thank you for buying my YCH🧽🫧 #furry #dragon #furries #art #YCH #furryart #wash
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Meeki retweeted
Regarding to HUD change in #VRChat: I think the HUD doesn't need a change at all and it's even worse now. I'll explain in this thread 🧵 Please note that this is all in Open-Beta still, but I am afraid the change is still going to happen anyways.
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So I'm considering releasing my VRChat fluid simulation on Booth. I've ported it into Udon so it is faster and is easier to use. I used the Radix Sort from my 3DGS plugin, allowing me to do a true SPH sim without approximations. I'd love to head what you'd want to do with it 😄
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Will you guys help a lil guy out? :c Base by @milliebeadz :3
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Meeki retweeted
Replying to @3DVR3
The tech is impressive, I don't think we can deny that, but there are multiple reasons why people usually call it AI slop. For instance, AI-generated meshes tend to have bad topology, the kind that makes editing or fixing issues extremely difficult, meshes I would even consider unusable. You really do not want to use those meshes in bigger projects as they have often too many polygons. The first mesh has overlapping polygons in the corner, and it's a very small mesh, so it doesn't need to have so many polygons. The boat wasn't the worst, but I noticed topology issues at the bottom also. There are a few other things I could talk about from a technical standpoint, but another important point in world creation is optimization, and I really doubt the tech is far enough to handle those kind of things, like batching, atlasing, lod, occlusion, reducing overdraw etc. So, it's impressive, but not something I would use, and honestly, I enjoy playing around with Unity, so I don't want to prompt an AI and let it do the world-building for me. My latest world took me ~8 months, and I still enjoyed working on it, and once I released it, it really felt like I accomplished something. (The mirror button in your world doesn't seem to work?)
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Schmooovin
Animated Carameldansen finished for @MeekiFur~
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Targeted noms >:3
Animated bite YCH finished for @MeekiFur~ Part 2! They found a victi- I mean, friends! X3
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Meeki retweeted
A new clustered froxel-based lighting prototype for Light Volumes 3.0.0! It uses froxels to precompute visible light IDs, so shader don't have to iterate through every light. This scene has 128 active lights and performs around 60 FPS on Android. ~13 FPS with no clustering.
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Meeki retweeted
I made a new GPU lightmapper for Unity! It can work on NVIDIA and AMD GPUs, Windows and Linux, utilize hardware ray tracing, and it's free It already includes features like realtime preview, denoising, seam stitching, uv packing, VRCLightVolumes, with more planned Link below
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Find slug in home, chuck him back outside. Repeat two more times over a week 2 months later, find same slug inside Do I have a pet slug now? If someone gives me a good enough name, might keep him
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