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charmingbrute · 2 years
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nornities · 4 months
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How to use DXVK with The Sims 3
Have you seen this post about using DXVK by Criisolate? But felt intimidated by the sheer mass of facts and information?
@desiree-uk and I compiled a guide and the configuration file to make your life easier. It focuses on players not using the EA App, but it might work for those just the same. It’s definitely worth a try.
Adding this to your game installation will result in a better RAM usage. So your game is less likely to give you Error 12 or crash due to RAM issues. It does NOT give a huge performance boost, but more stability and allows for higher graphics settings in game.
The full guide behind the cut. Let me know if you also would like it as PDF.
Happy simming!
Disclaimer and Credits
Desiree and I are no tech experts and just wrote down how we did this. Our ability to help if you run into trouble is limited. So use at your own risk and back up your files!
We both are on Windows 10 and start the game via TS3W.exe, not the EA App. So your experience may differ.
This guide is based on our own experiments and of course criisolate’s post on tumblr:  https://www.tumblr.com/criisolate/749374223346286592/ill-explain-what-i-did-below-before-making-any
This guide is brought to you by Desiree-UK and Norn.
Compatibility
Note: This will conflict with other programs that “inject” functionality into your game so they may stop working. Notably
Reshade
GShade
Nvidia Experience/Nvidia Inspector/Nvidia Shaders
RivaTuner Statistics Server
It does work seamlessly with LazyDuchess’ Smooth Patch.
LazyDuchess’ Launcher: unknown
Alder Lake patch: does conflict. One user got it working by starting the game by launching TS3.exe (also with admin rights) instead of TS3W.exe. This seemed to create the cache file for DXVK. After that, the game could be started from TS3W.exe again. That might not work for everyone though.
A word on FPS and V-Sync
With such an old game it’s crucial to cap framerate (FPS). This is done in the DXVK.conf file. Same with V-Sync.
You need
a text editor (easiest to use is Windows Notepad)
to download DXVK, version 2.3.1 from here: https://github.com/doitsujin/DXVK/releases/tag/v2.3.1 Extract the archive, you are going to need the file d3d9.dll from the x32 folder
the configuration file DXVK.conf from here: https://github.com/doitsujin/DXVK/blob/master/DXVK.conf. Optional: download the edited version with the required changes here.
administrator rights on your PC
to know your game’s installation path (bin folder) and where to find the user folder
a tiny bit of patience :)
First Step: Backup
Backup your original Bin folder in your Sims 3 installation path! The DXVK file may overwrite some files! The path should be something like this (for retail): \Program Files (x86)\Electronic Arts\The Sims 3\Game\Bin (This is the folder where also GraphicsRule.sgr and the TS3W.exe and TS3.exe are located.)
Backup your options.ini in your game’s user folder! Making the game use the DXVK file will count as a change in GPU driver, so the options.ini will reset once you start your game after installation. The path should be something like this: \Documents\Electronic Arts\The Sims 3 (This is the folder where your Mods folder is located).
Preparations
Make sure you run the game as administrator. You can check that by right-clicking on the icon that starts your game. Go to Properties > Advanced and check the box “Run as administrator”. Note: This will result in a prompt each time you start your game, if you want to allow this application to make modifications to your system. Click “Yes” and the game will load.
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2. Make sure you have the DEP settings from Windows applied to your game.
Open the Windows Control Panel.
Click System and Security > System > Advanced System Settings.
On the Advanced tab, next to the Performance heading, click Settings.
Click the Data Execution Prevention tab.
Select 'Turn on DEP for all programs and services except these”:
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Click the Add button, a window to the file explorer opens. Navigate to your Sims 3 installation folder (the bin folder once again) and add TS3W.exe and TS3.exe.
Click OK. Then you can close all those dialog windows again.
Setting up the DXVK.conf file
Open the file with a text editor and delete everything in it. Then add these values:
d3d9.textureMemory = 1
d3d9.presentInterval = 1
d3d9.maxFrameRate = 60
d3d9.presentInterval enables V-Sync,d3d9.maxFrameRate sets the FrameRate. You can edit those values, but never change the first line (d3d9.textureMemory)!
The original DXVK.conf contains many more options in case you would like to add more settings.
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A. no Reshade/GShade
Setting up DXVK
Copy the two files d3d9.dll and DXVK.conf into the Bin folder in your Sims 3 installation path. This is the folder where also GraphicsRule.sgr and the TS3W.exe and TS3.exe are located. If you are prompted to overwrite files, please choose yes (you DID backup your folder, right?)
And that’s basically all that is required to install.
Start your game now and let it run for a short while. Click around, open Buy mode or CAS, move the camera.
Now quit without saving. Once the game is closed fully, open your bin folder again and double check if a file “TS3W.DXVK-cache” was generated. If so – congrats! All done!
Things to note
Heads up, the game options will reset! So it will give you a “vanilla” start screen and options.
Don’t worry if the game seems to be frozen during loading. It may take a few minutes longer to load but it will load eventually.
The TS3W.DXVK-cache file is the actual cache DXVK is using. So don’t delete this! Just ignore it and leave it alone. When someone tells to clear cache files – this is not one of them!
Update Options.ini
Go to your user folder and open the options.ini file with a text editor like Notepad.
Find the line “lastdevice = “. It will have several values, separated by semicolons. Copy the last one, after the last semicolon, the digits only. Close the file.
Now go to your backup version of the Options.ini file, open it and find that line “lastdevice” again. Replace the last value with the one you just copied. Make sure to only replace those digits!
Save and close the file.
Copy this version of the file into your user folder, replacing the one that is there.
Things to note:
If your GPU driver is updated, you might have to do these steps again as it might reset your device ID again. Though it seems that the DXVK ID overrides the GPU ID, so it might not happen.
How do I know it’s working?
Open the task manager and look at RAM usage. Remember the game can only use 4 GB of RAM at maximum and starts crashing when usage goes up to somewhere between 3.2 – 3.8 GB (it’s a bit different for everybody).
So if you see values like 2.1456 for RAM usage in a large world and an ongoing save, it’s working. Generally the lower the value, the better for stability.
Also, DXVK will have generated its cache file called TS3W.DXVK-cache in the bin folder. The file size will grow with time as DXVK is adding stuff to it, e.g. from different worlds or savegames. Initially it might be something like 46 KB or 58 KB, so it’s really small.
Optional: changing MemCacheBudgetValue
MemCacheBudgetValue determines the size of the game's VRAM Cache. You can edit those values but the difference might not be noticeable in game. It also depends on your computer’s hardware how much you can allow here.
The two lines of seti MemCacheBudgetValue correspond to the high RAM level and low RAM level situations. Therefore, theoretically, the first line MemCacheBudgetValue should be set to a larger value, while the second line should be set to a value less than or equal to the first line.
The original values represent 200MB (209715200) and 160MB (167772160) respectively. They are calculated as 200x1024x1024=209175200 and 160x1024x1024=167772160.
Back up your GraphicsRules.sgr file! If you make a mistake here, your game won’t work anymore.
Go to your bin folder and open your GraphicsRules.sgr with a text editor.
Search and find two lines that set the variables for MemCacheBudgetValue.
Modify these two values to larger numbers. Make sure the value in the first line is higher or equals the value in the second line. Examples for values: 1073741824, which means 1GB 2147483648 which means 2 GB. -1 (minus 1) means no limit (but is highly experimental, use at own risk)
Save and close the file. It might prompt you to save the file to a different place and not allow you to save in the Bin folder. Just save it someplace else in this case and copy/paste it to the Bin folder afterwards. If asked to overwrite the existing file, click yes.
Now start your game and see if it makes a difference in smoothness or texture loading. Make sure to check RAM and VRAM usage to see how it works.
You might need to change the values back and forth to find the “sweet spot” for your game. Mine seems to work best with setting the first value to 2147483648 and the second to 1073741824.
Uninstallation
Delete these files from your bin folder (installation path):
d3d9.dll
DXVK.conf
TS3W.DXVK-cache
And if you have it, also TS3W_d3d9.log
if you changed the values in your GraphicsRule.sgr file, too, don’t forget to change them back or to replace the file with your backed up version.
OR
delete the bin folder and add it from your backup again.
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B. with Reshade/GShade
Follow the steps from part A. no Reshade/Gshade to set up DXVK.
If you are already using Reshade (RS) or GShade (GS), you will be prompted to overwrite files, so choose YES. RS and GS may stop working, so you will need to reinstall them.
Whatever version you are using, the interface shows similar options of which API you can choose from (these screenshots are from the latest versions of RS and GS).
Please note: 
Each time you install and uninstall DXVK, switching the game between Vulkan and d3d9, is essentially changing the graphics card ID again, which results in the settings in your options.ini file being repeatedly reset.
ReShade interface
Choose – Vulcan
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Click next and choose your preferred shaders.
Hopefully this install method works and it won't install its own d3d9.dll file.
If it doesn't work, then choose DirectX9 in RS, but you must make sure to replace the d3d9.dll file with DXVK's d3d9.dll (the one from its 32bit folder, checking its size is 3.86mb.)
GShade interface
Choose –           
Executable Architecture: 32bit
Graphics API: DXVK
Hooking: Normal Mode
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GShade is very problematic, it won't work straight out of the box and the overlay doesn't show up, which defeats the purpose of using it if you can't add or edit the shaders you want to use.
Check the game's bin folder, making sure the d3d9.dll is still there and its size is 3.86mb - that is DXVK's dll file.
If installing using the DXVK method doesn't work, you can choose the DirectX method, but there is no guarantee it works either.
The game will not run with these files in the folder:
d3d10core.dll
d3d11.dll
dxgi.dll
If you delete them, the game will start but you can't access GShade! It might be better to use ReShade.
Some Vulcan and DirectX information, if you’re interested:
Vulcan is for rather high end graphic cards but is backward compatible with some older cards. Try this method with ReShade or GShade first.
DirectX is more stable and works best with older cards and systems. Try this method if Vulcan doesn't work with ReShade/GShade in your game – remember to replace the d3d9.dll with DXVK's d3d9.dll.
For more information on the difference between Vulcan and DirectX, see this article:
https://www.howtogeek.com/884042/vulkan-vs-DirectX-12/
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notscarsafe · 8 months
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OKAY SO what with the TWO new Hermits implied by the updated banner I will say that, though the Skizz truthers have me convinced, I now have room to do my own crazy red string monologue and throw my hat in for my choice
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1) Mythical J. Sausage (the J is silent) is a multitalented S-tier builder that absolutely deserves to be shoulder to shoulder with the Hermits. The man does buildings, interiors, terraforming, custom trees, and he does them SO WELL.
2) The production values!!! Beautiful replay mod sequences with shifting camera perspectives, shaders, music that sets the tone for each segment that's different from series to series. He already has more than a million followers on YouTube and for good reason!!
3) He has been SO consistent lately. He started a hardcore world about three months ago (about the time you might expect the Hermits to finalize their s10 choices maybe...???) and already has 15 episodes and hasn't gotten involved in any other big content. (He did just start playing a little of the BCG server but from what I understand that's super casual /copium copium copium).
4) That hardcore world is conveniently about to reach a good "pause" point. He started his world on a cherry blossom biome island that he's filled with a medieval village and starter farms, he's said it's almost full and what's left is the castle. I'm guessing the new season will start the first week of February, so if Sausage puts out a video this week building out that Castle and finishing that island it will be MIGHTY CONVENIENT TIMING.
5) This man can GRIND. His Hardcore world hasn't even been going half a year and he's built... So much??? Magnificent! And when he was on the Hermitcraft server he did the Razorcrest for scar AND the player head baby yoda/stormtrooper merch AND the noteblock themesong AND still built in the xmas village and other "diamond of peace" and so many other shenanigans. Did the man even sleep? He can grind with the best of them.
6) He can do redstone, too! Maybe not unique designs, I honestly don't know, but he builds farms for build materials no problem.
7) The DRAMA this man loves his improv and his backstory and trauma lore! For every series he does! Can you imagine if he gets to interact with Ren for an extended period of time, what that would do to them, to us?? Give Martyn a run for his money!!
8) Which brings me to my next point, which is that Sausage is already One of The Gang, because he's been in series with so many of the Hermits already! Empires and the crossover, obviously, but also Pirates with Cleo and Origins with Scar, and he's even done MCC! Joel is the only other player with the same depth of different series but there are other people truthing him already.
9) The EPIC BROMANCE with Pearl. My god the devotion of this man to his sunflower goddess bestie. I would try to do ot justice but y'all have seen floweroflaurelins work, you already know.
10) He's already a PG streamer but with HILARIOUSLY PG-13 tendencies. Imagine him and Cleo cracking each other up at an HHH stream, *grips your shoulders* IMAGINE IT.
11) Sausage comes with his own mascot in the form of interdimensional dog extraordinaire Bubbles, but he's also just an animal lover on general. Mans drinks his "I love Jellie" juice and had her in his world even before the sad news of her loss.
12) Diversity win! No one should be hired just for their gender, race, sexuality etc etc unless it's truly necessary to the job, but we were all happy when more women got added to the server in s8 and I know a lot of people would be happy to see some ethnic diversity added, too.
... That bulletin board had a lot more pins in it than I thought it did but anyway MYTHICALSAUSAGE TRUTHERS/ALL OTHER TRUTHERS RISE UP SPEAK YOUR TRUTH! we'll only get to wildly speculate for a few weeks so we might as well make it everyone else's problem ENJOY IT TO THE FULLEST!!
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vyxated · 1 month
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[Reshade add-on] Clean UI for DX11
After so so sooooo many crashes later, I finally managed to create a working setting for this add-on for DX11 games by using an older REST version 🫠
You can read the whole post on Patreon here, or below the cut for those who can't access the site.
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As using REST 1.2.0 and above cause crashes whenever I create a setting or attempt to use it for a brief amount of time, I decided to use a much older version of REST (1.1.0), which turns out to be more stable to configure and use. While this means being able to use the add-on for the DX11 game, it has its own set of problems, which may/may not be a dealbreaker for some.
I decided to make a new post since the original one is quite lengthy and I want to keep DX9 and DX11 versions separate due to the different information each version has.
➡️ For the DX9 version, find it here. And here for the Patreon post.
In short, with the help of REST (an add-on for reshade/gshade), you can block/prevent shaders from affecting the UI.
// Things to know if using this version ⚠️
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Some shaders will not work properly and will cause some gamma issues. If your preset look different than how it normally is (a lot darker/brighter), enable/disable your active shaders and see which one is causing it. It's easily fixed by using an alternative shader that achieve a similar look.
Shaders affected (ones I've known so far): SMAA & MartysMods_SMAA (FMAA is not affected, use this instead), FilmicAnamorphSharpen, ArcaneBloom & NeoBloom, Glamarye_Fast_Effects, MagicHDR, CRT_Lotte.
You will not be able to change your window resolution, either via graphic settings or by using SRWE. This will cause your game to stop and eventually having to force stop it with the task manager. It is recommended that you have your game in Windowed Fullscreen to avoid issues and have the add-on disabled if you want to change the resolution in-game.
// Required Files
REST add-on v 1.1.0 (testing)
REST config for v 1.1.0 (simfileshare only)
// Installation
Have ReShade with full add-on support installed for this to work.
Download the REST_ x64_1.1.0 add-on from the github linked in the requirements section as well as the config.
Extract the ReshadeEffectShaderToggler.addon file into the game's \Bin folder where your TS4_64.exe is (where you had also installed ReShade).
If you use GShade: place the .addon file in the gshade-addons folder.
Still in the \Bin folder, drop the x.x_ReshadeEffectShaderToggler_DX11.ini file you downloaded.
If you use GShade: place the .ini file in the gshade-addons folder along with the .addon file. If my config doesn't show up in the add-on menu, move it back to the \Bin folder.
Rename the file and remove the prefix and suffix. Both .addon and .ini file should share the same name for the add-on to recognize my settings = [ ReshadeEffectShaderToggler.ini ]
Open up your game. If you see the same menu as below then you’ve successfully installed the add-on & settings! Restart if needed.
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I've set the shortcuts for Clear UI to match with my Effect toggle key, which is Ctrl + F2. If yours are set differently, match the shortcut of this toggle group with your effect toggle key:
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Reason being, having the toggle group active will prevent you from enabling/disabling your preset. Changing the shortcut will allow you to disable & enable your preset and toggle group at the same time.
To avoid the add-on from not working, make sure to do the following:
Enable post processing effects
Disable laptop mode & edge smoothing
Set 3d scene resolution to high
As long as all of the above are met, you should not encounter any problems. This has been tested to work on all graphics settings from low to ultra. External modifications (like Simp4Settings) may/may not have an effect, but from the testing I've done it has shown no problems so far.
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askagamedev · 3 months
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Vertical Slice Breakdown - Dragon Age Veilguard
youtube
It's been a few days since the Dragon Age Veilguard gameplay video was released. I posted a challenge for aspiring developers to identify as many specific features and systems as they could spot. My expertise is in gameplay, so that's where I will be focusing. Expertise on visuals like lighting, rendering, shaders, etc. should be directed elsewhere.
0:22 - In-Game Cinematic with moving cameras 0:30 - Seamless cinematic transfer to gameplay, quest tracking UI element, different walking speeds 0:36 - Interactable element with UI 0:43 - Camera movement - orbital motion, but likely not detachable 0:53 - Party member movement, including waiting for the player as part of an escort sequence 2:08 - Uninteractable NPC actors perform animations 2:13 - Scriptable terrain changes/destruction 2:18 - Scriptable interactions with multiple actors 2:29 - Uninterrupted conversations when transitioning from gameplay to in-game cinematic 2:39 - Context-specific traversal method with special traversal animation (balancing across a thin beam) 2:50 - Small sequence that is likely unloading the last area and loading in data for the next environment. Likely also locks players off from returning to the previous area. 3:22 - Conversation wheel with "personality" icons and paraphrased words 3:39 - Dynamic inventory in game cinematics, show player's items 3:46 - Scripted Player equipment change during cinematic 4:04 - Quest variables (e.g. player background) result in different NPC response 4:27 - Combat UI including current target (four red dots), Combat log 4:30 - Player can jump 4:33 - UI Melee danger indicator for incoming attacks - silver for enemy attacking, gold for shortly impending damage 4:35 - Player can dash/dodge 4:39 - Event log - Items/Loot notification 4:42 - Shooting UI including hit/miss indicator (red reticle), time scaling, arrow charging (rounded purple bar above arrow count), arrow refill cooldown 5:03 - Some kind of special charge/jumping attack 5:09 - XP gain UI, Quest objective completion UI, Quest objective map indicator UI 5:12 - Auto sheath weapons 5:15 - Potion use/Health recovery 5:18 - Recover potions from the environment 5:40 - Quest objective indicator change on approach 5:49 - Ranged attack danger indicator 5:51 - Defensive action (player reflects damage back on ranged attacker) 6:06 - Enemies can be knocked off edges when fatal 6:10 - Destructible objects in combat, can be scripted 6:16 - Some kind of "special" dodge skill with VFX, likely a rogue class skill 6:51 - Second context-specific traversal method (sliding down a slope) also likely a second "can't go back" type of lockoff 7:01 - Action/Command UI (party/self ability commands) 7:06 - Specific skill used, skill cooldown, enemy debuffed + UI (weakened), resource used (purple bar at bottom of screen) 7:07 - Quick use button mapping, likely for controller face buttons 7:09 - Resource bar refills on its own and on attack damage 10:47 - Different kinds of health bars (likely magical shield and armor) 11:59 - Boss UI with both magical shield and armor bars. Not sure what the number 4 there indicates 12:15 - Telegraphed danger zones projected onto the floor 12:22 - Quick recover timing event 14:45 - Conversation option for branching cinematic 14:51 - Follower approval UI event log 18:49 - Destructible object with health bar and UI highlighting
Each of these elements is something that would need to be designed and implemented by someone on the gameplay team working with UI, engineering, and art. See anything I missed? Which did you get?
[Join us on Discord] and/or [Support us on Patreon]
Got a burning question you want answered?
Short questions: Ask a Game Dev on Twitter
Long questions: Ask a Game Dev on Tumblr
Frequent Questions: The FAQ
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bobacupcake · 10 months
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you’ve posted pics of a stylized foliage shader a few times mixed in with your orb collection and I haven’t seen you talk about it (and it’s really pretty) what method did you use?
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thank you !!! it's essentially a geometry shader that renders a bunch of blades of grass really fast, and borrows the lighting information for each blade from the mesh it's linked to (so normals, shadows, etc). havent done more with it because it has some issues still (no LOD settings that make it so further away uses less vertices, shadow problems, etc). color is also driven by a worldspace texture, giving the little patches of color everywhere
fairly sure this is the tutorial i followed, though i branched off a bit when it came to colors+lighting!! good basis for making the grass geometry shader though
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vxiphoid · 1 year
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PIXELATED ZEN
❨ summary ❩ genshin › genshin men playing minecraft with you ((ft. alhaitham, itto, cyno, diluc, kazuha, kaeya, heizou, & xiao))
tags ✧ modern au, drabble, fluff, chaotic energy, not proofread, cursing, ooc(?), established relationship, gn!reader, kaeya sets a forest on fire, alhaitham does not appreciate bees, mentions of pixelated deaths
amanuensis’ message ⊹ IM NOT TRYING TO KILL MY OTHER FANDOMS I SWEAR… im gonna back up from twst for a bit (im literally posting scarabia soon.) you can clearly tell who my favorites are… this unlocked a whole different part of my brain holy shit im deceased
⌜200+ e/chara ⌟
♫ blossom - t. shan
genshin masterlist
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ALHAITHAM
╰┈➤ tbh he thinks minecraft is stupid, i mean, why not read a book instead of burning the images of pixels into your eye sockets😒 yeah, he’d just rather books. its a game about blocks, what could possibly be so interesting? he will admit the music is… nice. its nostalgic even though he’s never heard the track before. his favorite animals are the axolotl idk they’re his little pookies. its their little stick arms, they look so silly… as soon as haitham found out that you could color things its over, he make some sweet things like putting a sign on top of your shared house with both initials with colored dye. he’s so happy, just not very vocal about it, but he has the smallest of smiles. he definitely has headphones with the crochet sprout on it omg😭 alhaitham does not like bees whatsoever, they stung him for trying to get food. he just wanted honey :[
“look, the dog’s collar is blue. and the sign’s letters are green and then if you add a glow squid’s ink, it lights up.”
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ARATAKI ITTO
╰┈➤ he has waited YEARS for someone to play minecraft with him omfg. certified snack hoarder for times like these. you both literally hit each other to show love, you’ve accidentally killed him once bc he didn’t tell you that he had like half a heart… itto likes the water, hates the guardians because who do you think you are attacking him out of nowhere??? gets one shotted by the elder guardian while trying to fight it with a stick and then blames it on magma blocks pulling him down. GAMING WITH HIM IS NEVER CALM GODS💀 you cannot lay on him or anything bc as soon as those cave sounds or disc 13 start playing, he’s already done sprung out of his seat. his screams are actually really funny though, you got him a cat from how much he’s been assaulted by creepers. when you introduced him to shaders, he was so in awe. “babe i have a shadow!” type of excitement JAKEJEJDMnda.
“the cat’s name is sir arataki the third, you are now my loyal guard cat. who’s an adorable little guy?”
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CYNO
╰┈➤ look at this nerd (affectionate), ofc he plays cubecraft. loved it so much that when he didn’t have the actual game, he would play the really bad knockoffs💀 plays on console so you can sit between his legs, lean back, and game with him. cyno hate the split screen because he always gets confused on what side he’s on so he lets you use his switch, that way you’re both still comfortable. he’s more of an explorer if you do get mod packs for him, likes the horror ones the most. there’s nothing like hitting the enemy or shit talking the thing that could potentially one shot you with your s/o‼️ yall crouch a lot, its like a little dance. he really likes the disc “far” it itches his brain in the right way. definitely downloads the little raccoon mobs but then regrets it because he gives up all his berries to them, look at their little begging arms, literally how can you say no to that?? AND THEY WASH THE BERRIES. you both fall asleep to the ambience and to each others breathing all cuddled up ‘n warm. cyno absentmindedly sings the music while chopping wood or mining that shit has you SLUMPED. he kisses your head when you fall asleep, smiling like a silly goober.
“do-do-do-do do-do-do-do do, neow neow neow nneow neeeowwww… huh? oh, i’m almost done then we can go to bed, yeah? i’ll charge the switch too, don’t worry. just rest.”
(he’s singing that one part in danny lmfao)
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DILUC
╰┈➤ diluc does not understand the concept of minecraft but its okay, he’s just happy to be here. he also doesn’t call it minecraft but “cave game”, the original name, he did his research though it is rare that he actually calls it minecraft. found out that you could breed animals and accidentally made a pack of wolves. diluc is really good with redstone its actually insane😭 he’s the type to protect you the whole time while you’re getting flowers for the house, boyfriend bodyguard. diluc doesn’t play much because of his job but when he does, he’s prepared to sit for hours and spend time with you :(. these are the times where he’s most affectionate, randomly kissing your cheek, getting water for the both of you before you play, etc. luc loves the mod pack “industrial”, he can build machines, how neat is that??? also it has way more OMFP with the added features it has yk? he likes the trains :D
“is the water running…? the water’s running, they have moving windmills!”
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KAEDEHARA KAZUHA
╰┈➤ kazuha has the most expensive equipment yet doesn’t use this shit half of the time unless he’s streaming with heizou??? like im talking msi infinite rs pc, multiple monitors, a graphic drawing tablet, headphones with immaculate sound quality AND!!! the ear cups have fucking cyberpunk 3d wing guards on them. but anyways, minecraft, yes, he plays. in fact, kaedehara has about 10 beaten hardcore worlds every time a new update comes out, he must beat the game again. he rarely plays minecraft without his shaders so when you want to play the original og minecraft, he doesn’t mind, he actually enjoys the nostalgia. so much so the music is actually his background music when he’s just lazing around. words cannot express how much he dislikes (hates) wardens omg. he’ll protect you from them but if there were diamonds behind a warden, ig he’s going somewhere else😭 kazuha gives you random shit, weather that be something really sweet or questionable…
“love, do you want my rotten flesh? here<3 oh! and, i also got you some steak, you’re low on hearts…”
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KAEYA
╰┈➤ he’s heard of it, watched people play, just never played it. but when he does… he’s a menace. kaeya got his hands on flint and steel and set an entire jungle on fire… but he can be sweet sometimes! you’re the one protecting his ass while he walks around at night UNARMED to gather blue flowers for you. like you’re cute, but take a shield or something😭 he’s jumped off of a tall building before and landed on half a heart for a stack of bread you didn’t want. he’s rather oblivious to the mobs around him, he once thought shulkers were friends because they were just “silly little guys in little boxes” yk until they almost killed him. you bought him his own skin and introduced him to parrots and now its his favorite animal, he looks like a pirate!!! kaeya is chaotically sweet.
“yes, you almost died protecting me but how could you resist my everlasting love plus pixelated blue flowers?”
(has a cat unironically named ice spice LMFAO)
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SHIKANOIN HEIZOU
╰┈➤ your boyfriend is good at literally anything else BUT minecraft. its the way this game constantly has it out for him too like what did bro do??🙁 heizou stream’s with kazuha every now and again and on those, he still doesn’t know what to do… he’d rather play on the servers, bedwars in particular. extremely good at bw, you’d rather NOT be his enemy😭😭 wins almost every single game even when he carries, rank 98 in the server. yet when it comes to a casual server between you and him, the chats are filled with his deaths and his hashtagged rages💀 heizou despises silverfish which is also why he hates going into strongholds, they could get stomped on for all he cares! >:( he has texture packs with really beautiful skies and then a picnic mod so he can stargaze with you and eats minecraft cake :(<3
“oh. babe, green is heading for our bed, no pressure or anything. i loovveee youuu😚”
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XIAO
╰┈➤ xiao has the MOST downloaded mod packs, shaders, and worlds. not very expensive mod packs most of the time but when they are, they’re always good. spends his time fighting off mobs at night, #1 totem holder. he even has his own custom skin!!! he’s kinda been waiting for you to ask so when you do play mc together, you already have your own room, but when you voluntarily move your bed into his room to sleep… he melts. xiao loves cuddling while the two of you play, he’d rather your arms around him than the other way around, feels more intimate. you have matching hoodies for occasions like this. he has the dragon mod pack and has his own golden and orange dragon named ‘li’. he doesn’t talk while gaming, curses silently when he gets hit, but other than that doesn’t talk. if you want to talk, he’ll listen, he likes hearing about your day :].
“no, keep talking. i’m listening. see, li’s listening too.”
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pictureamoebae · 1 year
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L = no ReShade; R = ReShade inc. ReLight
Quick little shader highlight for you.
You've maybe heard me talk about the Nice Guy Lamps shader before, which lets you add spotlights and create shadows. It's a nifty little shader but it's not very precise, and the shadows suffer from jitter and noise.
Enter ReLight by Marty McFly. ReLight is a fancy and more polished alternative to NG Lamps. The shadows are far better quality, and the lights are easier to position and edit. You can theoretically add as many as you want by editing the preprocessor definitions, but to begin with there are (iirc) two for you to play with. I've set it to four, and haven't felt like I've needed more than that so far.
In the picture on the right I've used three lights, each by the light sources in the room to simulate actual light being emitted from them. The two lamps on the right have a warm neutral light, and the candle on the left has a warm orange light. I positioned them so they sat exactly where the source would be. So, for example, for the floor lamp I positioned the light right up inside the dome of the shade, and you can see shadows being cast by the shade and light only coming down where it would physically be able to fall.
You can also use ReLight to add lights to portraits, making them really dramatic with different colours on each side of the face, or just to brighten the character so you can see their features more clearly. Below is a screenshot I took in Baldur's Gate 3 where I added blue light to the left and warmer light to the right.
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It's such a handy little shader that can help add both realism and a hefty dose of drama to a scene. You need to feel confident tweaking shader settings to use it, and have to edit it for every single shot because the lights stay static in relation to the screen coordinates, so you'll have to move them where you want them each time. It's easy to do though, and lots of fun.
ReLight is one of Marty's premium shaders, which means you'd need to subscribe to his Patreon to get access to it. It's not currently listed in any of his tiers because he stopped working on it in favour of other things, but it works well and is probably my favourite shader at the moment. I'm yet to set up a shot that can't benefit from it in one way or another. If you are interested in using ReLight, you need to sub to the Path Tracers tier. You can cancel your subscription once you've grabbed it from his discord server, but you won't get access to any updates until you resub (it hasn't been updated in a long time though, so I wouldn't worry too much about that).
Paying for shaders is something that doesn't sit well with some people, and that's fair. I would only recommend getting this if you're enough of an enthusiast that spending 30 minutes setting up one shot is your idea of fun (not that ReLight takes that long, it can take just seconds sometimes).
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bryce-bucher · 2 years
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Basidia Post #4
Vintage CGI:
Modus Interactive and I have been spending the last week or so learning how to use Alias Power Animator 9 which is essentially an old version of maya. It was used on sgi workstations back in the day on games like ff7 and mario64 for all the pre-rendered stuff. For a long time Modus and I have been pretty invested in learning how to replicate the look of old pre-rendered stuff, and, as it turns out, the best way was just to do it how they did it. For so long I tried to wrap my head around how old cgi stuff was modeled because the sorts of shapes that were often created seemed like they'd be unnecessarily hard to create with polygons. The thing that specifically stumped me for a while was how they handled wrinkles in clothing and organic shapes. As it turns out, the answer was hidden right under my nose the whole time. They weren't using polygons at all! Instead they were modeling with NURBS! It seems very obvious in hindsight, but I feel like I deleted the memory of NURBS once I exited highschool, and nobody ever seems to talk about or use them these days. If you don't know what they are, it's basically a style of modeling that involves making a bunch of bezier curves and using them to define surfaces. It's a totally different style of modeling from polygons with a lot of pros and cons, but it achieves that smooth look we're after extremely well.
Scout Rifle Render:
As shown in the pics above, I decided to make a model of the scout rifle in Basidia so that we could use it for an item icon. The process was definitely a learning experience, and one of the things I learned is that modeling like this is super fun. It's like creating each shape is a puzzle where you need to theorize what is the best approach to take, and following through is always a multi-step process of defining a surface and slicing it up. I find it super satisfying to pull off, and making slapping materials on it is always fun as well. Moving forward we are probably gonna use this program and/or older versions of maya to create any pre-rendered item icons or backgrounds that we'll be needing. Modus actually made new versions of the vials in it as well which I will put right here \/
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Wow there it is would u look at that. Power Animator just has an amazing way of outputting some unique, rich colors that are hard to get in modern software. I mean, just look at that cork. How do you make a cork have such interesting colors? Amazing. Fuck it, I'm gonna show off a little guy I made in power animator that has nothing to do with Basidia. I've been hyperfixating on this program since I downloaded it so I owe this to myself.
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Here he is! Power animator has this amazing glow effect you can put on any shader that adds this bloom as a post processing layer. I used it on the head in this one, and I think it achieves a particular dreamlike effect really well. The sorts of shapes I can get for cloth out of NURBS is also super fun and rewarding, as shown with the cape here. Character modeling is something I'm always really excited about, and I'll definitely be modeling some Basidia characters in this thing.
Conclusion:
I am loving this program and I cannot stop thinking about it. Anyway, I have some commissions to take care of before switching back to midwest lost development, so I may or may not be posting about that game next week. I'm trying to buy an old sgi workstation with the commission money, and, if I can pull that off, then I will have access to all the old software they used back then (including the IRIX version of poweranimator). If you want to check out power animator yourself then here is a link to the program, and here is a helpful tutorial. Oke bye take care!
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steamberrystudio · 10 months
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19/11/2023
Hey everyone! Time for the bi-weekly tumblr update for Steamberry stuffs!
Summary
Finished writing all routes up through the end of chapter 9
Started working on editing for now
Added in-game achievements
Received some new BG art
Ramble
Okay, so writing-wise, I wrote Yren's content up through the end of chapter 9. Also revamped my end-route summaries for Yren and Raif.
The current word count is 426,000 words.
But I decided to hold off on finishing the endings for the four remaining routes. The main reason for this is that I have planned a lot of early-story changes that are going to shift the trajectory of the route endings. And I was really struggling with how to construct the route endings with those planned changes in a more nebulous state.
I usually try to avoid working out of order because I find it is not conducive to forward progress. But there are some points when you have to break the rules and go back to make important edits because you need them there in order to be able to move forward.
I'm kind of at that point.
So I decided I would fully edit Asher's route, which will allow me to inject all those planned changes into the story which will make it much easier to construct endings that call back to that earlier foreshadowing.
So writing-wise, that's what I've been doing this week. I am currently up to Chapter 6 in the edit (which means I'm a little less than half through the route).
Other Stuff:
I have received new BGs of course. Those are coming in at a fairly steady rate of 1.5 - 2 weeks each.
I also have decided to add in-game achievements to WSC. I've been thinking about it for a while but putting it off since I know that one more screen (like an achievements gallery) means more tweaks to the UI. But I finally sucked it up and did it anyway.
I've also been playing with a colour slider for Wil's sprite. I'm not going to go into detail about it here because I've talked about it more in depth on Patreon and will continue to post most of the details there.
But the idea is that instead of choosing from 3 skin tones and 2 hair colours, there would be colour sliders allowing for a much greater range of selection. One of the big concerns with colour sliders is whether or not the recolours can be made to look as good as recolouring manually - which has always been why I've stayed away from them. 
The more complex shading styles have always struggled with colour sliders. But a developer friend - Feniks - has made a really cool and dynamic shader that actually can recreate even painterly or non-outlined art styles with incredible accuracy.
Using a slider is really useful because it increases the variations the player gets while *reducing* my work load. Instead of having to recolour manually, I would actually only need to colour everything once in grey scale.
Of course, it's not as easy as just dumping in the code and art. It requires some experimentation and learning but right now it is looking like I will be able to make it work. So I may be able to show off some examples in the future.
Screenshots:
None this time...
Upcoming Weeks:
I am currently editing Chapter 6 of asher/common routes and there are some pretty substantial edits I have to make.
It's always tricky to estimate what I will get done editing wise because editing does not flow at a more or less even pace like writing. Chapter 5, 6, and 7 had (and will have) major updates and changes so it may take a while to get through them. Though I'm already through with Ch 5. So...that's one of three.
Anyway.
And I'm also working on the GS lore book, still (LoL. 🙃). Someone today reminded me that I still need to go through all the deleted content to see if anything is salvageable for the lore book too.
😭
Thank you so much to that person (YOU KNOW WHO YOU ARE. And you need to answer for your crimes, my friend.) 👀
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simmishccfinds · 1 year
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PINK CAS BACKGROUNDS BY YOURSIMSMOM
Sul sul! I have been working on CAS backgrounds recently and this is the first pack of many. I plan to create fifteen swatches for each color, starting with pink! I hope you enjoy :)
Please keep in mind that these swatches are without reshade! Colors may appear differently in game depending on the shaders that you are using. (Color theory does make some of these swatches look grey/purple when next to the other colors, but I promise they're all pink shades!)
Download under the cut <3
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Please do not reupload these files or claim them as your own
To use cas backgrounds, move the package file into your mods folder. You can only have one in at a time.
1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 11 / 12 / 13 / 14 / 15
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toastandjamie · 8 months
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So like, since I’m doing my re-read, I’ve reached The Great Hunt and it’s got me thinking about that of the three Ta’veren boys, Mat is the only one who doesn’t get a pov in the first two books. His first pov is book three and while he definitely makes up for lost time I’ve been thinking about it.
So, when I first read Eye of The World and The Great Hunt and joked with my dad about how Mat was virtually a ‘damsel in distress’ for Rand in the first two books. And while it’s Funny I think the actual reasons I got that vibe is the lack of agency.
So Mat gets daggered very early on in the first book and throughout the Camlyn Road-trip Mat’s main purpose is to be something Rand can worry over or be frustrated by. In writing a character Pov is a major way of establishing agency since it turns the character into an active participant in the story and while it’s not the only way to do this as seen by characters like Morraine and Lan who don’t have povs in the first book either but are still active characters. This becomes especially apparent in book 2 where the major motivation for the boys to even go on the hunt for the horn was to get the dagger back for Mat, so much so that it’s readily established that Rand wouldn’t have gone on the hunt point blank if it wasn’t for Mat and the dagger; yet Mat still has no pov in this book despite being the one primarily affected by losing the dagger. Mat is more or less used as a plot hook in the first two books to force Rand into situations he otherwise would not be in. Such as what happened at Four Kings where Rand repeatedly wants to leave and suggests doing so but Mat insists on staying so they don’t have to sleep in the rain or in the case of the hunt, causes Rand to participate in the hunt with a life or death ticking clock. We don’t get any incite beyond Perrin and Rand noting Mat’s physically declining health, growing paler, losing weight and looking sickly as the book goes on. Mat of course doesn’t ever acknowledge it in dialogue because it’s Mat so we as an audience never get any incite into how Mat feels about the fact that he’s quite literally dying since we don’t have the benefit of his internal monologue.
Compare this to a the time where they subverted the ‘damsel in distress’ trope. with Egwene, there are three major plot lines in which she’s captured and we have povs for all three and in each of those events she still has agency. Even in the damane arc where she is quite literally stripped of her agency she still feels like an active character because we see her trying to defy the Seanchen, she’s not simply a plot device needing to be rescued she’s a character experiencing trauma. Even when Rand was put in the box he continues to evolve as a character and so did Faile during her time with the Shaido. All three had povs, all three were still actively participating in their situation, we knew exactly how they felt about the horrible things happening to them and see them deal with them in ways that show their characterization and growth.
Mat receives none of that. Not until the third book at least when he’s finally freed from the dagger.
So what’s up with that? Well, it’s possibly intentional. Okay so, the dagger of Shader Logoth and it’s Evil overwrites or at least tries to overwrite the person it’s possessing, that’s it’s curse, you become one with the dagger and one with Shadar Logoth. So up until the point Mat is fully healed from the dagger he is not really himself. Even after Morraine partially heals him, calming him down and keeping it from getting worse he’s still not fully Himself, as evidence by his memory loss. Partly it’s repression, but it was also the dagger overwriting his pre-exiting memories, his personality, everything that made him him. In the simplest of terms, Mat quite literally Wasn’t really his own character until book three, in many ways he WAS the dagger. An object with no personal agency but a catalyst for other characters.
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solstice-sims · 1 year
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Basic Sims Blender Render Tutorial
Rendering seems like an intimidating process to many, and a lot of Simmers feel like they're in the dark and lost about where to even begin with rendering. And gatekeeping definitely doesn't help anyone!
This no-frills tutorial's not entirely comprehensive and assumes that you know some basics of Blender (how to move around, and switch tabs, and use basic tools). It's also not an absolute, perfect tutorial. My shaders and techniques are not perfect at all, and there are many other creators who have way more advanced rendering skills than me, but these are the steps I take for my current renders and they work for beginners. It's also great because it prevents you having to go back into CAS and redoing the Blend setup each time if you want to keep making renders of the same Sim.
GOOGLE SLIDES TUTORIAL: https://docs.google.com/presentation/d/1qI84QstCfa7E-F6b7qzRPuHW_eou_N4d/edit?usp=sharing&ouid=109770128121660962892&rtpof=true&sd=true
Please let me know if anything's missing or confusing. I won't be able to help with every issue (as Blender brings forth many), but if you have a question about something you see in my tutorial in specific, feel free to shoot me a message! Also, if you are one of the more knowledgeable creators, def let me know if there's anything I can do to improve or something I should add to the tutorial.
Thank you to all my friends over the last two years who helped me learn how to render! And to the Simmers who aren't gatekeepers and find the same joy of sharing with the community as I do. I'm also grateful to Simsonico for their Youtube Tutorial, which I recommend viewing.
If you're hesitant about trying out renders, know that I was too. Renders allow for more creative compositions and item placements. They also create higher quality pictures than in-game. The only downsides are the time it takes to render and set up everything and the fact that pretty much all Blender scenes are atrociously perma-paywalled. This isn't an issue if you want to build your own scenes or greenscreen, though! I recommend trying at least a few times just to see how you feel.
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yakumtsaki · 1 year
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Welcome back, beloved readers! Things have finally calmed down for me so it’s time to inflict this update on the world. When we last left off, BATSHIT FELINA SMASHED VICTORIA’S URN
-WHY IS IT NOT BROKEN?!?
Because it turned out there’s a cheat to repair urns, HA. In your face!
-I BROKE THAT THING FAIR AND SQUARE
Felina seriously, GO TO HELL. I freaked out thinking I’d have to either quit without saving (hadn’t saved since before SUGAR DIED) or I’d have to deal with Victoria’s missing character file. You’re not allowed anywhere near the mausoleum again! 
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-THAT’S FINE, I’LL JUST TRAP MYSELF IN THIS WALL UNTIL I DIE AND THEN YOU’LL BE SORRY
Bruh. I’ve had enough of this house, between the walls of death..
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..the eternal yard fire..
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..and the fact everyone is afflicted with a gross cold they keep passing around despite the fact I gave them medicine-
-I, a retired Mayor, was clearly the right choice to make medicine.
Well I thought you might do something useful for once, Shajar, but joke’s on me. Point is, it’s time to gtfo..
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..to our new gigantic house! Look at all our crap on the lawn, and yes, I’m referring to the sims. 
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I unpaused for 1 second to check something and Barf and Failina (Barflina?) have re-become enemies?? Did you stop being enemies at some point because I completely missed it. 
-We did but new house, new us!
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It’s done! I went all out on this house for no discernible reason, let me give you the grand tour:
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First floor! Man this house is a nightmare. 
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Foyer! 
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Luxurious pet room!
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Kitchen!
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Dining room!
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Gambling room Library!
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And living room!
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Moving on to the second floor, Cyn and Sophie/Shajar’s bedrooms I kept the basically same as in the last house. The unfinished bedroom is Sugar and Sandy’s for reasons that will be explained shortly. 
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I really feel I made this house too nice for the Unions but what can you do. 
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Felina and Barth’s rooms in their ~signature colors~
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And Liz and Sophito’s bedroom which is clearly all Liz.
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Finally, on the little rooms on the third floor are the music room that @microscotch​ decorated❤️, and a lame room where we keep all our career rewards!
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The mausoleum, which is unchanged other than I moved the pet graves in it and put them under each generation..
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..and this is the yard! I kept it pretty much the same except larger-
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-and I added a lake! We’re all done, time to unpause and enjoy long, safe lives in our new house..
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OMG WTF
-YOU CAN’T ADD A FLAMETHROWER IN THE MIDDLE OF A FOUNTAIN, MORON -EVERYONE KNOWS WATER CATCHES FIRE 
BRO. When I tell you guys the entire family almost perished in a FOUNTAIN FIRE. Incredibly fitting cause of death. Thankfully the firefighter heroically saved us and all is well! Now I can’t wait to play a billion sims and pets on this gigantic cc-filled lot with no further problems whatsoever!
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Alright then! I had a feeling it might come to this, Sugar take Sandy and gtfo.
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-I will but be warned, our absence won’t solve anything! 
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Ya, it sure DIDN’T. GROSS. Finally I turned off shaders and it went away, ok Sug, you and Sandy can move back in..
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..and we can begin the ENDLESS task of getting all the skill points you lost to zombiehood back. And once you’re back at the top of your career and Sandy tops hers you are OUTTA HERE, you hear me???
-Ya ya, how many times are you gonna kick me out and move me back in? Admit it already, you LOVE ME. 
Ok ‘love’ is a strong word-
-YOU CAN’T LIVE WITHOUT ME.
LET’S MOVE ON
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It’s our first night in the new house and this is how Sophie and Shajar sleep. 
-Close enough for me. -I’d like another wall between us, actually.
#itsover
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-Ah, nothing like that first sip of whiskey before school!
Ya Barth, I’m a little concerned about your aspiration bar.
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-Ah, nothing like the first four glasses of whiskey after shcool!
Ya ok, we’re calling the matchmaker this weekend.
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Jimbo (the puppy we adopted to mate with Veronica, I don’t remember if I introduced him) grows up and he looks ICONIC
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The difference between their necks LOL
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It’s Sophito’s birthday and Liz’s is in a few days, so it’s time to get started on their death portraits. What a cheerful gift, Cyn! 
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Family reunion! Look at everyone all together, getting along..
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..even Gunther came but completely ignored the party and went straight for the ballet bar, which legit made me emo, idk if you guys remember during generation 1 how obsessed he and Daniel were with the ballet bar, awww❤️ Alright, back to the party, go on Soph, blow your candles-
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OH FFS
-SCREW YOU, FAILINA, IT’S BEYOND TIME TO HAVE OUR FIRST FIGHT IN THE NEW HOUSE  -AGREED, AND I CAN THINK OF NO BETTER MOMENT THAN THE ONE RIGHT BEFORE OUR FATHER BLOWS HIS CANDLES IN FRONT OF OUR ENTIRE FAMILY
Ok are you done?? Is this over?? Let’s try the cake again, Soph-
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-Sorry, it’s time for me to finally reconnect with iVan, huhu!💗 -Awww, I’m so happy for you, grandma Cyn!
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-DON’T BE TOO HAPPY, FAILINA -FUCKING BRAT, I HAD MY BACK TURNED
OK YOU KNOW WHAT, FORGET IT
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HERE, HE’S GROWN UP. HAPPY BIRTHDAY, SOPHITO 
-WHAT THE HELL IS WRONG WITH THIS FAMILY~👻
Ya idk, Victoria, you tell me, it’s your amazing DNA at work. 
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-YOU’RE AN EMBARASSMENT, BARTHOLOMEW  -Well that hurts, grandma! 
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-Thankfully nothing a drink won’t fix!
Oh my- I’d like to clarify at this point that this goddamn party is still going on-
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-when this simultaneous pet and human fight occurs:
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It’s Jimbo vs Shinok..
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..and Barflina vs human dignity.
-Oh no, babe, I can’t look! -How could this happen, we were such involved parents!!
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And at the moment where Barth throws his sister through a window, the matchmaker rewards us with a genie lamp for treading the arduous path of excellence. I don’t know about you, but what I take from this is we are perfect and should never attempt to improve ourselves in any way! 
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strawberry-metal · 3 months
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Miku~ Miku~ you can call me Miku~ green hair, green eyes, hiding in your wifi!
Hello! Thank you for the 1K watchers! I worked really.... REALLY hard on this model. I went through alot with it. I was going off an anti depressant that had too many bad side effects with my other medications while working on this, so I had to fight through the withdrawal of going off of it while I was working on Miku. Not just that either, but I was fighting a throat and ear infection the entire time of working on this, too. I'm still sick as I'm typing this.
I was in alot of pain working on this model, but I still did my very best to make her, and make sure she was up to standard.
This model is a thank you gift for the 1K+ watchers I received on deviantart.
Thank you all so so much for all your support over the years, and the support you all continue to give me! I hope you all like your present!
This is how I personally see Hatsune Miku, hence, Shanna Style! The model pack comes with my edit of Koron Miku, Shanna Style Miku, and Shanna Style Miku pants! The leg and armwarmers are removable via 'other' expressions!
She is autoluminous compatible, has a little more expressions than before, and some magic bones for the fingers! She also has semi standard bones!
Expressions are available in both Japanese and English. Sorry if the Japanese is broken for some of the newer facials, I am not fluent!
I personally believe this model pack looks best with self shadow off, unless a shader effect is applied to her. But please, experiment to your liking!
I'm not placing a password on this model download, please respect the rules of this model! Remember, there is always a person behind the model that has been created!
Effect credits: SVSSAO and AutoLuminous4 by Sovoro
Pose credits: alistez123
Stage Credits: grid is by Touko-p, dome is by hiro K
Rules:
-Credit me and Koron for the model! I prefer being listed as BOTH ShannaHeart and Strawberry-Metal, but just ShannaHeart is fine too!
-You may take parts, I do not mind. Just give credit to the proper people of each part!
-You can edit so long as it's not a lazy recolor or face swap.
-No redistribution or claiming the model as your own or trying to sell it.
-No inc*st, no p*d*philia, and no r18
-You can port to gmod or sfm so long as you list Koron and I as credit for the model in the description and preview image.
-You can port to blender as long as you keep it to personal use only and still credit Koron and I.
-No VRchat, sorry.
-No commercial use.
-Follow Koron's rules, I included their read me in the folder!
Individual part credits:
Head and hair edit: Me, edited from original Koron Miku
Texture edits: Me
Hair and skirt texture edits: Ohbey
Sparkle brush I used: Project-GimpBC original by redheadstock
Leg warmers: burning-rosary
Ruffles and ring: Shioku-990
Ring texture: It was taken from Koron Miku's hair clip texture haha
Toons and spas, and default textures: Koron
Fingerless gloves: Just recolored skin haha
Extra blush facial and cry facial: TechArts
Sweatdrop facial: Winter-Leaves
Cape: Unfortunately the creator has deactivated. I'm very sorry. If you know the original creator, please let me know so that I may add proper credit.
Pants: Montecore
Hair flicks: TechArts and MMDFakewings18
Literally everything else: Koron, some things may be edited a bit. Thank you for making an adorable model of Miku.
Fixing the rigging nightmare and saving me from insanity as a result: TheBizarreKazeko/Kazekothestrange
Download: In my deviantart gallery. There's also an alt download in the description of this picture in my DA gallery. I'd link directly but tumblr hides posts with links.
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bobacupcake · 1 year
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For the shader thing, I was curious about what you think of the fake volumetric ground fog in TotK. I couldn't find a screenshot of it, but it's very prominent in the ancestor cutscenes, I'm sure you're familiar with it
you are so right that i am familliar with them i fixated on them every time i got this cutscene aghjfbgjh
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im not sure!!! i have a few guesses though but nothing is super pointing me towards them
for starters, i imagine the thing driving it is some kind of noise/cloud heightmap texture, along with something masking out areas where they should be and shouldnt be (both of these textures are moving & distorting)
but as for how theyre actually doing it.. houghh.. there is definitely a Height to it, if you look at their legs you can see that much, so its not just a really cleverly lit plane.......
mario odyssey has a kind of similar thing in cap kingdom, but im not 100% convinced these are using the same technique
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talked with @krisp-xyz about this and she pointed out the mario one definitely seems more mesh-based, with the alpha being set based on how far objects in back of it are (so if the fog is right in front of a solid surface, its very transparent, but if its further away, its more solid!!)
another thing that i'm not 100% sure about, but the fog in totk seems lower resolution, compared to everything else? so my two guesses are either its just a very fancy mesh-based approach, with the general "shape" of the clouds being blocked out and pushed around by the textures, and then the textures & normal maps being used to give it convincing lighting + transparency (along with what theyre doing in mario odyssey, transparency based on the depth of the objects behind it). and then on top of that it definitely seems like it would be blurred a little bit with a post-processing effect to hide the fact that its a mesh even further, and placed onto the scene based on the depth information. this is kind of similar to what the clouds in sea of thieves do. if this explanation sounds kind of vague thats because it is it looks soo good if theyre doing it like this i cant begin to imagine the specific calculations theyre doing to get it looking so natural from different angles
which is why my second theory is from, and its that, they are doing raymarching??? it LOOKS raymarched, but i didnt jump to it because, raymarching is expensive!! essentially when you hit a mesh, you then start taking little tiny steps through it, and after a certain number of steps, you add all the values you got together, and divide it by the number of steps, and thats the average for that point ! you can also do a lighting calculation for each point but the more things you add onto a raymarched shader the performance very quickly adds up, since if say your step count is 64, every operation you do on a pixel will be done 64 times
here's a very old gif of me messing around with it .. in like ..... 2017......
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but again i hesitate on this because, its a switch!! and raymarching is expensive!! though like i said it does look like its scaled up and possibly blurred, so if they were doing the raymarching calculations at like 4x the screen size, and only needed a few steps because it is only taking up a little bit of the ground and they can blur it, and also marking the areas where they Dont have to do raymarching by the mask texture. then maybe????? unless someone has access to the rendering frames for this though i would not be able to say for sure. but those are my two theories!!!
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