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Meeki retweeted
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…
Meeki retweeted
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 😄
Tiles by @_you_r_amazing
Super cool place and very well done! There is so much to explore - was there for about an hour and I don't think I even saw everything!
Linked below!
#VRChat #VRChatPhotography
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?)
Targeted noms >:3
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.
NUCLEUS II by @MyroDev
Very unique experience and so many cool places to see
Linked below!
#VRChatPhotography
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






























