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* Fold: Drop NodeGraphProcessoryum2026-01-06
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* Fold: drop NodeGraphProcessoryum2026-01-06
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* Fold: add more nodesyum2026-01-02
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* Fold: implement dynamic branching in shaderyum2026-01-02
| | | | | | | | Switch from static branching approach using per-op data and fixed execution order to dynamic branching approach using dynamic data. This confers the main benefit of letting us dynamically reorder ops and duplicate them. It also lets us eliminate some of the plumbing tedium whenever we want to add new ops.
* Fold: add custom NodeGraphProcessor as submoduleyum2026-01-02
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* Fold: add custom NodeGraphProcessor as submoduleyum2026-01-02
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* Fold: add Serialize() method to fold nodesyum2026-01-02
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* Fold: simplify codeyum2026-01-02
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* Fold: simplify codeyum2026-01-02
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* Fold: add graph persistenceyum2026-01-02
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* Fold: Keyframe node shows errors when input wrong typeyum2026-01-02
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* Fold: Introduce keyframe nodeyum2026-01-01
| | | | | Connect a GameObject and a chain of FoldNodes, then click the keyframe button. Actual keyframe logic not yet implemented.
* Begin work on "Fold," a node UI for manipulating vertex deformationsyum2026-01-01
| | | | | The idea is to expose a visual programming environment to speed up & simplify animating vertex deformation effects.
* more vertex deformation tweaks; unwrapping the donutyum2025-12-25
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* screw with operator orderingyum2025-12-18
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* implement t blending in axis/point alignment operatorsyum2025-12-17
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* add point align feature, aka inverse of axis alignyum2025-12-17
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* add "axis align" feature to fix distortion after unbending the tubeyum2025-12-17
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* add doc with plane->tube and tube->plane derivationsyum2025-12-16
| | | | | this file uses the (free & open source) note taking app lorien: https://github.com/mbrlabs/Lorien
* wip, trying to unwrap the torusyum2025-12-16
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* more tube-plane simplificationsyum2025-12-15
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* rewrite dogshit ai code, make less assyum2025-12-14
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* shitty ai code, preparing to rewriteyum2025-12-14
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* begin plane_to_tube reworkyum2025-12-08
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* begin work on "un-tube" featureyum2025-12-06
| | | | essentially the inverse of the sheet -> tube transform.
* add derivation for plane to tube mathyum2025-12-06
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* implement hazel "Spherical Harmonics for Lighting"yum2025-11-11
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* grrr more light tweaksyum2025-11-11
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* fix reflection directionsyum2025-11-11
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* brdf simplificationsyum2025-11-11
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* Simplify SH9 mathyum2025-11-11
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* switch to lambertian diffuseyum2025-11-11
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* lighting tweaks - fix point/spot in domain shader, fix falloffyum2025-11-11
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* more tweaks - direct specular matches filament more closelyyum2025-11-11
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* more brdf twiddlingyum2025-11-11
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* minor bugfixesyum2025-11-11
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* remove redundant scope from details feature uiyum2025-11-11
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* fix energy conservation issues; notably smooth=0 metallic=1 matches ↵yum2025-11-11
| | | | filamented now
* cc energy compensationyum2025-11-11
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* Fix IBL specular energy conservationyum2025-11-11
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* fix rough material energy compensationyum2025-11-11
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* add detail map featureyum2025-11-11
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* add clearcoat maskyum2025-11-11
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* fix compilation error in non-worlds projectsyum2025-11-10
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* begin work on marching in vert/domain shaders (NOT WORKING)yum2025-11-04
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* domain repetition now offsets correctly for even countsyum2025-11-04
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* add ray march instancing (copies) with row offsetsyum2025-11-04
| | | | | | instancing uses real evaluated copies of the mesh instead of domain repetition. useful for hiding artifacts as an alternative to quilez's corrective term, which generally converges more slowly.
* fix hexagonal domain repetition; must check 4 neighborsyum2025-11-03
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* begin work on corrected hex domain repetitionyum2025-11-03
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* add norm conversion to vertex undeform pathyum2025-11-03
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