#mod sulfur
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⚠️Your Big Fat Warning For This Blog’s Content Here⚠️
So, as we head into this AU, we would like to mention to you all beforehand that there could be lots of content that may trigger some uses. Viewer discretion is absolutely advised.
There may be depictions and descriptions of (but not limited to):
Dead Dove; Do Not Eat
Blood, Guts, and minor Gore
Minor Body Horror
Abusive/Toxic relationships and situations
Death
Violence and Fighting
Attempted Murder
Mental Illness and Hallucinations
Hostages/Kidnapping and Minor Torture
Starvation
Sanscest
Profanity
Suggestive/Implied relationships
Traumatic Situations
Grief/Grieving and Loss
Post Apocalyptic and Nuclear Disaster themes
Displacement/Loss of home
Imprisonment
Medical treatment and procedures
Phobias/Fears
Physical Injuries
Skeletons and Monsters
That should just about cover everything, but there’s always a chance for more, so stay tuned. - Mod Sulfur
#mod sulfur#trigger warnings#list of trigger warnings#undertale au#undertale multiverse#multiverse au#monoverse#monoverse au#Out of character#ooc#Last updated 4/21/23
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How often do you try drawing him with your eyes closed?...i feel like you would be a master of this LOL
Let's find out -
...I think I've drawn grian too much.
#mcyt#grian#hermitcraft#grian fanart#daily-grian#mod owl#sulfuric-deity#ask#im genuinely impressed... how did i do that...
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oc doodlapalooza
[may 1st, 2023]
#robot oc#tv head#object head#objecthead#tvhead#robot art#objecthead oc#object head oc#oc art#oc#CHARACTER: mod#CHARACTER: dev#CHARACTER: ex#CHARACTER: sulfur#CHARACTER: dexel#CHARACTER: ronnie#CHARACTER: viceroy
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I <3 AQUATIC SCOURGE!!
calamity posting :3
#always get AS defeated pre-hardmode#for fun#but I love the guy#idk like the actual sprite was nice seeing them swim around as I spent time fishing in the sulfurous sea#my fishing buddy#my pal even#terraria calamity#aquatic scourge#calamity mod#the desert scourge can suck my big fat-#hmm got a little excited there...
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Bad Crowley Take for y'all, to mix it up a little bit!
Me when I read this:
Y'all, Crowley did NOT choose to fall. He’s said so many, many, many times. We're getting real tired of explaining this. (EDIT: What I, Mod X, meant to convey here is a. That given that Crowley said he didn’t mean to fall, it feels wrong to doubt his word about his own ab*se, and b. Whatever else Crowley may or may not have chosen, he definitely did not choose being thrown into a pool of boiling sulfur - assuming heaven knew it was there- on himself. No one “chooses” to be tortured that way. Hope this clears some things up. Sorry for the confusion caused by my poor wording.)
And one person’s ab*sive household (company? I don't even know lol) is NOT a "better" or "worse" experience to live through than another. That's just not how it works. We do NOT get to say one ab*se survivor had it “better” than another.
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“I blinked and suddenly I had a valentine”
Guh I love these rats mods put these two in a chamber filled with sulfuric acid!
#artists on tumblr#digital art#painting#digital painting#save rise of the tmnt#rottmnt#rottmnt donnie#save rise of the teenage mutant ninja turtles#oc x canon#oc art
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La Mode illustrée, no. 8, 21 février 1897, Paris.
Toilette de promenade. Modèle de chez Mme Gradoz, rue de Provence, 67.
Tablier suédois pour jeune fille. Modèle de chez Mlle Rimbot, rue de Richelieu, 73.
Robe d'intérieur en cachemire uni et cachemire brodé. Modèle de chez Mmes Coussinet-Piret, rue Richer, 43.
Toilette de jeune fille en mohair gris. Mod. de chez Mmes Brun-Cailleux, r. de la Victoire, 48.
Robe en serge d'Irlande vert. Modèle de chez Mmes Coussinet-Piret, rue Richer, 43.
Robe en mohair bleu marine. Modèle de chez Mme Gradoz, rue de Provence, 67.
Ville de Paris / Bibliothèque Forney
Toilette de promenade.
Robe en drap mastic. Un galon de passementerie simule sur la jupe une robe de dessus aux deux coins de laquelle se trouvent des ornements en passementerie. Le corsage plat fait à pointe s'ouvre avec de larges revers sur un plastron plissé en soie de nuance claire, terminé au bord supérieur par un col droit plissé en soie. Les revers encadrés de galons en passementerie se rattachent derrière à un col carré; on rattache aux devants une ceinture Médicis en velours, ornée de grands boutons de nacre. Les manches garnies de galons en passementerie, ont des bouillonnés courts.
Mastic cloth dress. A trimming braid on the skirt simulates an outer dress on both corners of which are trimmings ornaments. The flat pointed bodice opens with wide lapels onto a pleated light silk bib, finished at the upper edge with a straight pleated silk collar. The lapels framed with braids are attached behind to a square collar; A Medici velvet belt is attached to the front, decorated with large mother-of-pearl buttons. The sleeves, trimmed with trimmings, have short ruffles.
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Tablier suédois pour jeune fille.
Ce tablier suédois est fait en drap léger jaune soufre foncé; il se compose d'un seul morceau droit ayant 65 centimètres de largeur, 1 mètre 12 de longueur; ce morceau est froncé deux fois au bord supérieur, de façon à lui laiser 26 centimètres de largeur; on l'orne avec un morceau replié en dessus, triangulaire coupé en drap brun clair, ayant 16 centimètres de largeur au milieu, 4 centimètres sur les côtés, orné d'une bordure brodée étroite. On fixe sur le bord inférieur une bordure en drap brun clair ayant 26 centimètres de largeur, et l'on coud en même temps au bord inférieur du tablier une double bande de drap soufre, ayant 4 centimètres de hauteur, brodée de légères courbes au point de cordonnet. Les motifs ronds et ovales des deux bordures, dont les fig. 36 et 37 représentent le dessin, sont appliqués partie en soie vert olive, partie en soie blanche; on les brode en soie de cordonnet blanche, jaune, bleue au passé et points de fantaisie; les autres motifs sont faits avec les mêmes couleurs au passé et au point de cordonnet. Le tablier est retenu à la taille par une ceinture en drap jaune; le plastron du tablier est fixé au corsage par des épingles de fantaisie.
Le tablier peut être également exécuté en toile de couleur, et orné de bordures au point de cordonnet ou bien au point de croix.
This Swedish apron is made of light dark sulfur yellow cloth; it consists of a single straight piece 65 centimeters wide, 1 meter 12 long; this piece is gathered twice at the upper edge, so as to leave it 26 centimeters wide; it is decorated with a piece folded on top, triangular cut from light brown cloth, 16 centimeters wide in the middle, 4 centimeters on the sides, decorated with a narrow embroidered border. We attach to the lower edge a border of light brown cloth 26 centimeters wide, and at the same time we sew to the lower edge of the apron a double strip of sulfur cloth, 4 centimeters high, embroidered with slight curves in stitch. cord. The round and oval patterns of the two borders, including figs. 36 and 37 represent the design, are applied partly in olive green silk, partly in white silk; they are embroidered in white, yellow, blue cord silk with paste and fancy stitches; the other patterns are made with the same colors in past and cord stitch. The apron is held at the waist by a yellow cloth belt; the bib of the apron is attached to the bodice with fancy pins.
The apron can also be made in colored canvas, and decorated with cord stitch or cross stitch borders.
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Robe d'intérieur en cachemire uni et cachemire brodé.
Cette robe est faite en cachemire bleu pâle uni, et cachemire brodé de même couleur. La robe-princesse est faite en cachemire uni; le plastron, les manches et la garniture sont faits en cachemire brodé. Les devants sont croisés et terminés à gauche sous une draperie formant écharpe. Le col et les manches sont entourés d'une fraise en cachemire.
This dress is made in plain pale blue cashmere, and embroidered cashmere of the same color. The princess dress is made of plain cashmere; the bib, sleeves and trim are made of embroidered cashmere. The fronts are crossed and finished on the left under a drapery forming a scarf. The collar and sleeves are surrounded by a cashmere ruff.
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Toilette de jeune fille en mohair gris.
La jupe en mohair gris est entourée de six rangs de galons-mohair gris foncé; le corsage-blouse est orné devant et derrière de quatre rangs de galons. La fermeture du corsage sur le côté est couverte par un double volant de velours. Ceinture et col droit en velours; la ceinture est ornée d'un nœud sur le côté, on fait retomber une fraise en dentelle sur le col droit. Les manches terminées par un volant de dentelle sont garnies de bouillonnés courts au bord supérieur.
Le chapeau rond en paille noire, est garnie de soie mauve et de gloxinias.
The gray mohair skirt is surrounded by six rows of dark gray mohair braid; the bodice-blouse is decorated front and back with four rows of braid. The bodice closure on the side is covered by a double velvet ruffle. Belt and straight collar in velvet; the belt is decorated with a bow on the side, a lace ruff falls on the right collar. The sleeves ending with a lace ruffle are trimmed with short bubbles at the upper edge.
The round black straw hat is trimmed with mauve silk and gloxinias.
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Robe en serge d'Irlande vert.
Cette robe faite en serge d'Irlande verte, est garnie de rubans de velours noir, qui ornent le côtés gauche et le bord inférieur de la jupe. On fixe sur les côtés trois beaux boutons et des boutonnières simulées. le corsage plat fermé devant en biais, est garni sur le devant de gauche, avec des rubans de velours posés horizontalement; on pose sur le devant un morceau plissé, formant revers, orné de ruban de velours. Une ceinture de velours entoure la taille et se termine sur le côté par un nœud. Le haut col droit est garni en ruban de velours. Les manches sont garnies de ruban de velours, et ornées au bord supérieur avec deux volants.
This dress, made in green Irish twill, is trimmed with black velvet ribbons, which adorn the left sides and the lower edge of the skirt. Three beautiful buttons and simulated buttonholes are attached to the sides. the flat bodice closed at the front at an angle, is trimmed on the left front, with velvet ribbons placed horizontally; we place on the front a pleated piece, forming a lapel, decorated with velvet ribbon. A velvet belt surrounds the waist and ends on the side with a bow. The high, straight collar is trimmed with velvet ribbon. The sleeves are trimmed with velvet ribbon, and decorated at the upper edge with two ruffles.
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Robe en mohair bleu marine.
Cette robe en mohair bleu marine est garnie au bord inférieur de la jupe avec plusieurs rangées de galons et de soutaches. Cette garniture se reproduit sur la veste courte à revers carrés, ornée de beaux boutons. La veste à manches est posée sur une blouse sans manches en soie rouge plissée, terminée par une ceinture et un col droit en velours bleu marine.
This navy blue mohair dress is trimmed at the bottom edge of the skirt with several rows of braid and soutache. This trim is reproduced on the short jacket with square lapels, decorated with beautiful buttons. The sleeved jacket is placed over a sleeveless blouse in pleated red silk, finished with a navy blue velvet belt and stand-up collar.
#La Mode illustrée#19th century#1890s#1897#on this day#February 21#periodical#fashion#fashion plate#description#Forney#dress#apron#Modèles de chez#Madame Gradoz#Madames Coussinet-Piret#Madames Brun-Cailleux#gigot#Mademoiselle Rimbot
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Hello, welcome to my blog! Where I draw often and ramble about my characters. Please know and respect that I have hyper-fixations, and may change what I'm interested in.
If the links don't work for you, click and drag them to your URL bar. You should be able to use them that way.
CLICK HERE for a guide to my speech bubbles.
CHRONO LINKS:
If it was done correctly, THIS should be the main body of the story in one Chrono link.
General:
My Artworks
Comics (Mostly Non-ask)
Relating to the Original Mewtwo (Nicodemus)
Specific Story Focuses (Sorted Chronologically):
Lab Arc (HEAVY SUBJECT MATTER and IMPLIED DEATH WARNING toward the end!))
Pregnancy with the Twins
Midas and Monique
Lav and Mewtwo Meeting
Jerry
Relating to Rosemary
By Lavender's Hand (Randy's "Ghostification"--DEATH WARNING toward the end!)
Side blog dedicated to Nico and Jovie's story
Pokemon IRL Side Blog meant as a Slice of Life blog run by my Trainer, Jamie Wild Rennard.
Please read THIS If you're lost on their relations,and THIS for a rundown of Randall's situation.
My ToyHouse Characters page, where you can look at my characters' profiles! (A lot of stuff is a work in progress.) Names below also link to their specific pages.
My blog is home to the story Linden Roots. Randall Linden was once human, but through a horrific mishap, his memories were taken in by his friend, a Mew named Mo. Mo, having his own memories overwritten by Randy's, now lives Randy's life in his place.
Randy lives in Paldea with his shiny Mew Mate/Wife Akoya, her Mewtwo daughter Lavender, their twin Mew children Momo and Midas, and Akoya's half-brother Persim. Others in the household include Sulfur the shiny Lucario, Linda the shiny Roserade, Tol the shiny Chimecho, and Jerry the Pichu.
While he and his family are generally friendly and open to questions, Randy is sensitive about the events surrounding him becoming a Mew.
I do want to warn that this story touches on heavy and potentially uncomfortable subjects. I appreciate interaction, but please respect my artistic decisions. Thank you!
If you'd like to read the story of getting Akoya IRL, click here.
Voice Claims with samples here if anyone's interested. :3
This project is meant to be for fun, primarily my own. I will not be able to answer every question, and will prioritize the ones I find most fun, interesting, or an immediate concern. (Or, on some occasions, use answers as foreshadowing :3)
If anyone's interested, I also have a Twitter and a DeviantART, though I haven't been very active on them recently.
Because people have asked me before, I currently have no interest in doing commissions.
For my character references, click "Keep Reading"
The mod's 'sona/s:
NOTE: Randy has now transformed into his new look, so the old refs are largely obsolete. (Human form is physically the same except for his head.)
I plan to make some new, up-to-date refs for EVERYONE come 2024, but for now I'll throw in some makeshift refs for his new look.
(Old obsolete Randy here)
(New form)
Timeline and Family tree:
How Lavender is different from other Mewtwos:
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sulfuric bone reef
mod: better nether shader: complementary (c) me
#mineblr#minecraft screenshot#mc screenshot#minecraft shaders#modded minecraft#modded mc#complementary shaders#better nether#betternether#ive just been running around in a single player world exploring all the new biomes that will be in willow season 2 👀
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photo taken here. I spent time updating this outfit recently. Mostly used stuff i've bought but didnt know how to use. did buy new jewerly bc what i had didnt match.
(hate myself for accidentally hitting "save" on the face-closup/thrid image instead of "save copy" when cropping bc it was a nice image. i could try to re-create it but i would need to figure out the pose & lighting again. orz)
Body: legacy m
head: Akeruka Sun woo w/ vampire ear mod
skin: narcissuss by XyR
hair: choi by Monso
Cosmetics:
daily lip balm by Ottilie
Black Dripstick by Mortem
tainted jest by Corvines
ear blush byb Novatasl
Eyebrow gift by SAP
Top surgery scars by Found Footage
Mesh eyelashes by Vita75 (only wear the upper ones)
Midnight eyes pink by Morass
Tattoos:
Summy by Vezzo ink
Sykara womb tattoo by Sincubus
Clothes & accessories:
Hand Wraps bu MUSU
Fur Mantle (old gacha) by Gabriel
Ankh necklace by Rebellion
Delfine belt by GeWunjo
Ancestral rings by L'Emporio&PL
Alaric top & corest by Malediction
maxiskirt*lace-black* by =Hades=
multi piercing earrings by Montage
mariya cross earring by S. Lima
Jae Earring by QUIXE
Nimbus Halo by Schadenfreude
Sulfur Gorget by Cruel
catwa Body Peircings by -Maru Kado-
simple black high waist pantyhose by :KOYUKI:
denovan monk boots by ..::ILLI::..
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Hello! I only recently started using tumblr to search for sims2 cc so I am not really familiar with popular creators who do awesome stuff. I've loved some of the things I've found from you! I was wondering if you have an idea of some creators I could reach out asking for a custom mod/functional objects? I would really love to have actual spas for my sims where they can get facials and mani/pedis. Mud baths and seaweed wraps would be so cool to. Who do you think would be interested in making this
I'm not sure who takes requests for that kind of stuff, mods can be complicated so it's sometimes hard to take on a project unless it grabs you. The GardenOfShadows forum has a Wish section where you can post an idea and see if anyone wants to fulfill it
@crispsandkerosene recreated the Sims 1 Spa Tub for Sims 2, Sims can bathe in milk, mud, or sulfur. An old creator called PCSims made a salon table, there's info about it here. I think it works like the salon chair where it opens the screen to change a Sim's appearance and there's a worker who gets paid, but the animations look like the Sim is getting their nails done
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OK. I can't decide how to do this so I'm going to leave it to a poll.
I have these two recipes in a factorio mod.
In this mod, there is no flare stack or gas vent, so the steam has to be used up in a normal way (for power generation or as a recipe ingredient.) Chemical waste is produced as a byproduct of various processes, and these two recipes are the only ways to remove bulk amounts of it other than the non-automatable "deconstruct the tank" method.
Also in this mod, sulfur is a byproduct of fractioning, so the second recipe consuming sulfuric acid is in some ways an extra benefit since it removes a resource that might otherwise cause a jam.
The steam and coal are produced in the correct ratio for coal liquefaction, however that is a very late unlock. Toluene can also be created from steam and coal much earlier with the same ratio, but as I mentioned in a previous post, if toluene is enabled as a byproduct of coke, you will have way more toluene than you actually need for recipes that specifically demand toluene. And toluene has a much lower fuel value than coal, so recipes that specifically demand toluene are the only reason to ever turn coal into it. And if I'm being honest, relatively few people are playing my mods on their own rather than with some kind of big nightmare pack. So really that recipe is mostly consuming most of the value of the coal as a cost to dispose of the steam.
In short, until the player unlocks coal liquefaction, the steam is going to be a problem that is more annoying than interesting to deal with, particularly if they go for a solar-centric power grid.
It's worth noting that the entire chemical waste system can be disabled in the mod settings, so this is an extra challenge only for those interested over and above the mod itself being an extra challenge only for those interested.
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Blog intro
This is a blog with full of systems . This is a place to talk about general DID/OSDD stuff , syscourse , how other disorders affects being a system.
Fake claiming and shaming will not be allowed here.
Everyone posting on the blog is a system. if you are a system and would like to join message the blog <3
Mods ;
Zom (he/they)
Sleepy (They/Them)
Insomniac (he/they)
Sulfur (they/it)
Echo (he/they & royale shx/lxce/dxll)
Michael (Star/Stars, He/Him, Musi/Music)
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Procedural Skyboxes 1 - Atmosphere
Earth-like - no atmosphere to atmosphere
Earth-like - clear to overcast
Martian-esque - no dust to dust storm
static Earth-like light haze
Last week I was on holiday and did no work on my RimWorld mods. Instead I tried my hand at learning Unity. After powering through the tutorials, my project this week has been skyboxes.
Discussion and process below the cut.
First off I need to credit this tutorial by Jannik Boysen, without which I probably wouldn’t have gotten anywhere. I didn’t end up following the tutorial very closely in the end, but the first section in particular set me on the right track from knowing basically nothing about making a skybox.
My goal is a stylised, pretty skybox suitable for drawing skies for a variety of different atmospheric conditions, including other planets with very different atmospheres.
I did look into a physically-based approach (which is to say, a mathematical solution to try and simulate the way light moves through a real atmosphere as closely as possible). I found my understanding of both atmospheres and shaders somewhat lacking. And besides, I’m shooting for a somewhat more stylised look and feel.
As a result, physics will inform my choices, but I won’t be attempting to directly model real optics.
I can however recommend some sources from the reading I did for anyone who is interested in doing full physical simulation. (There’s a wealth of material out there, these are the ones I ended up bookmarking/downloading.):
Simulating the Colors of the Sky (scratchapixel.com)
Real-Time Rendering of Planets with Atmospheres, T. Schafhitzel, M. Falk, & T. Ertl
A Practical Analytic Model for Daylight, A.J. Preetham, P. Shirley & B. Smits
All-weather model for sky luminance distribution-preliminary configuration and validation, R. Perez, R. Seals, and J. Michalsky
Rendering Parametrizable Planetary Atmospheres with Multiple Scattering in Real-Time, O. Elek
A Scalable and Production Ready Sky and Atmosphere Rendering Technique, S. Hillaire
Mk0 - Black/Blue
Very simple. Two settings: the colour of the atmosphere, and a slider for the amount of atmosphere.
Hitch: the black spot.
A linear gradient from horizon to zenith produces an ugly black spot dead centre in the sky. I settled on a cubic gradient from the full atmosphere color at the horizon to 40% of it at the zenith.
Mk1 - Absorb/Scatter
The color of the sky that we see is produced by sunlight scattering through the atmosphere.. Much as when we look at the moon, we see it by the sunlight bouncing off its surface, we only see the sky by the sunlight bouncing off the particles in the air. For gases, the main form of scattering is Rayleigh scattering.
Contrary to popular opinion, the blue colour of the sky is not because of the oxygen in it (or not just the oxygen, at any rate). Most gases scatter far more blue light than any other visible wavelength. A nitrogen-only atmosphere would look very similar to our nitrogen-oxygen atmosphere, as would argon, methane, etc, etc. There are slight differences in scattered hue, but most atmospheres (considering only the gases!) are going to be blue-ish.
The biggest difference, as far as I'm aware, is for highly polarisable gases like sulfur dioxide (SO₂), which scatter noticeably more green light than nitrogen or oxygen, although they still scatter blue preferentially.
The “scatter” component of my skybox is essentially the same as the black/blue Mk0 model. Scattering is more intense near the horizon (because you are looking at/out through a thicker layer of atmosphere) and less intense toward the zenith.
However, oxygen does have one special contribution to the colour of Earth’s atmosphere: ozone: O₃. Ozone is blue. Actually blue, even in much smaller than atmospheric quantities, unlike common-or-garden oxygen or nitrogen. This means that it provides a noticeable contribution to the colour of the sky even though it is only present in tiny quantites (less than 10 parts per million even in the ozone layer).
Because the ozone layer is found high in the stratosphere (where the UV light from the sun hits the oxygen in the atmosphere), I am modelling its effect as applying before scattering (in reality they overlap, but I’m trying to keep it relatively simple). The ozone absorbs a small portion of the red and green light from incoming sunlight.
The effect is that the sky overhead is a deeper and richer blue than scattering alone produces:
Here’s a quick chlorine atmosphere, with both absorption and scatter contributing to the dense green colour.
It’s not a great representation of a chlorine atmosphere yet, because chlorine is so densely green. The sky would probably be darker and have less of a horizon-to-zenith gradient, due to the fact that most light would scatter many times before reaching the camera. Our model isn’t set up to handle this yet – but it still makes quite an attractive alien green sky.
Mk2 - Gas/Particulate
So far I’ve only modeled the effects of scattering by gases. Suspended particles of liquid or solid in the air have a massive effect on sky colour (as we all know from wildfires, dust storms, clouds, and other such phenomena). Suspended particulates are typically much larger particles than gases, and the dominant scattering effect is Mie scattering.
For our purposes, the biggest difference is that light scattered by particulates tends to reflect the colour of the particulate substance, instead of just being blue or mostly-blue.
I therefore add a second scattering component, this one controlled by a particulate color and a particulate intensity.
Hitch: too blue
The intuitive first course of action is to add the two scattering components together. After all, the light we see is the sum of the light scattered by the atmospheric gases and the light scattered by the atmospheric particulates.
On the left, high intensity white scatter from water particles, barely making a dent in the blue of the sky. On the right, a rather fetching mauve sky that does not look a lot like the red dust in the air that it’s supposed to be showing.
The problem is that the amount of light scattered by the particulates rapidly becomes far more than the amount scattered by the gases. The 256-options-per-channel of standard RGB colour space just isn’t enough to represent the massively different amounts of light we’re talking about.
When the particulate densities are very low, the sky colour is dominated by the blue of the gases, with perhaps a tint from particulates in the air. As particulate densities get higher, the colour is dominated by the particulates. I wrote a function to slide smoothly between these two modes.
(While the sky might actually be darker with a lot of smoke, the colour on the screen will still probably be the brightest thing in the scene, due to the limited dynamic range of the colour space.)
Now we have a better representation of a hazy, overcast sky, or a Martian-esque storm of red-orange dust. But���
Another hitch: gradients
Both of the above images look kinda weird, because they are too bright at the horizon and too dark overhead. When the sky is very full of particles (high turbidity), it tends to look smooth and uniform from horizon to horizon.
This happens because of multiple scattering. When the total amount of scattering is low, most of the light that reaches the eye has only been scattered once. A small proportion has bounced twice, and an even smaller proportion two, three times, etc. Single scattering is usually a “good enough” model for clear skies.
But when the total amount of scattering gets very high, as in high turbidity, most of the light is bouncing around two or three times before reaching the camera. This means that the amount of light coming from any given direction has very little to do with what direction that is, or what direction it originally entered the atmosphere from.
A second function, kicking in at higher particulate intensities, slides the behaviour of the sky from “single-scattering” (gradient from horizon to zenith) to a single, uniform colour representing multiple scattering.
And that gets us to the shader shown at the top of the post. Some of the calculations probably still need tweaking, but it's hard to gauge exactly what needs to change without adding some more complex features...
Next up - stars.
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† 𝔗𝔥𝔯𝔦𝔩𝔩𝔦𝔫𝔤 †
⛧ genetics, hair, mods ⛧
⤿Ebody - Reborn - available at mainstore
⤿Lelutka - Raven head 3.1 - available at mainstore
⤿Velour - Picasso babe skin - available at Mainstore
⤿Maena - Venus skin - available at Disturbed
⤿Repulse - Psychotic eyes - available at Mainstore
⤿Stealthic - Monarch - available at Mainstore
⛧ cosmetics ⛧
⤿Just Magnetized - Bleached eyebrows - available at Mainstore
⤿Maena - liner ( comes with venus skin ) - available at Disturbed
⤿Wihk - rosa lipstick
⤿Dappa - Diablos tattoo - available at Mainstore
⤿iicing - fragile marks - available at Mainstore
⛧ outfit ⛧
⤿Sulfur - Von lingerie - available at Kinky
⛧ accessories ⛧
⤿Noir - the collapse set harness - available at Mainstore
⤿PIxit - roped off - available at Sabbath
⤿Lowlyfe - spiked heart bellyring
#secondlife#secondlife.#secondlifeavatar#secondlifeblog#secondlifeblogger#sl#secondlifefashion#secondlifephotography#slblogger#slblogging#xyliasl#XyliaSL#lalaxo12#Xylia
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maybe you could draw cultcom, if not at the very least sharing any headcanons about them ok? Or both if it’s ok
mod sugar answering,
a headcanon i have is that cultcom is insanely creepy.
elaboration under the cut.
i don't really see them as someone who's all "believe me, i think i'm correct! the holy one sees all!" and is extremely super vocal about it. they are indeed active but in terms of loudness or whatever, it's more on the contrary. they're silent and like to stare into the distance but if there is someone nearby, they'll keep their focus trained on them like an owl (a more twisted reprise of the polite mannerism of keeping eye contact to show respect. in this case, they're doing it as a mockery).
they are not a good person and it is unbelievably difficult to watch. they're like a venus fly trap when they brainwash people into their commune, they are very eerily disgusting and undoubtedly a walking husk of who they used to be. if you stand beside them or see them from afar, they are very chilling. you can see them either standing very still with pinprick eyes at the sky / the ground or shaking their fists.
however, as silent as they are, they are quite the preacher once you get them actually going. they go on monologues that will make you go "what the hell? is wrong with you?" and "what are you on about?". they make it seem like everything is fine in this new vision they have but it is far from that.
also, i just feel like communalism was someone who would be very intent on a goal but their issue is that they're easy to stop once you manage to grab their attention. they're very open (haha, get it? because they're a communalist and everything is- im going.) to things. i feel as though they'd hear someone out but ultimately would be too stubborn to make an actual change in themselves (they are an OFF COMPASS for a reason!), i like to believe the only reason they had actually made a move to tweak themselves was because moralist was a realist and his ability or influential power or whatever manifests through the power of words. anyway, the reason why i expounded on that is because i believe that, as cultcom, they have a very one-track goal in mind and directs their attention and care to one concept of a person, people, entity, or whatever concept they envision as "the holy one" now. before it might've been easy to grab their attention because they had no utter devotion or dedication to. a concept? a thing? whatever delusional thing they believe in? it would be very hard to shake them off of this and they'd be immovable for a while.
another hc i have is that they tend to smile a lot. communalism already loved to smile but that was out of kindness. cultcom would smile as a way to "preserve" what was left of communalism (they're still cultcom) and to also to do it to express "friendliness". they don't smile all the time but it is definitely something that they do often. often enough that everyone thinks that they do it all the time.
tl;dr they gaslight and gatekeep but is not a girlboss. they are a walking creepy hazardous red flag and stink (like sulfur)
i do not know what else to say. i am not good at this. mod spice if you have anything to add, please feel free to say anything. (:
i hope my little headcanons are not too underwhelming. i offer this small doodle of cultcom and utopiary as reparation.
#mod sugar#art#mailboxaskicide#realicide#realicide fanart#realicide cultcom#realicide cult communalism#realicide utopian socialism i guess
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