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* 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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* fix normals in deformed ray marcheryum2025-11-03
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* Fix `rd` normalization in ray marcheryum2025-11-03
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* adjust ray marching loop structureyum2025-11-02
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* ray marching + vertex deformation perspective fixyum2025-11-02
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* add hexagon sdfyum2025-11-02
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* add hex grid tilingyum2025-11-02
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* ballsyum2025-11-02
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* raymarching tweaks + add oversteppingyum2025-11-02
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* generalize norm conversion codeyum2025-11-02
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* add l2 -> l infinity norm deformationyum2025-11-01
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* deform rd with tangent path & scale by jac_detyum2025-11-01
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* Adjust deform/undeform jacobian determinant factorsyum2025-11-01
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* meowyum2025-11-01
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* meowyum2025-11-01
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* begin sketching out "undeform" codepathyum2025-10-31
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* some ray marchingyum2025-10-28
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* add ray marching skeleton...yum2025-10-28
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* add machinery for multiple uv channelsyum2025-10-28
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* add logical time featureyum2025-10-28
| | | | | | | | the idea is that a remote piece of software s.a. TiXL sends in its logical time every once in a while. udon recovers it, interpolates and smooths it, and feeds it to the shader. Anything which is periodic on units of 1.0 "seconds" retains its periodicity under changes to the rate of passage of time.
* oopsyum2025-10-28
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* meowyum2025-10-28
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* add basic encryption. note that keys are publicly availableyum2025-10-28
| | | | the intent is just to prevent dragnet snooping
* update config to work thru cdnyum2025-10-28
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* oopsyum2025-10-28
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* tighten up configsyum2025-10-28
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