Man it’s been a while since I posted anything art-related in this blog. I’ve recently become intersted in voxels. They look like an elegant solution to the problem of complexity creep in 3D. Of course we still don’t have the technology or raw power to drive as many millions of voxels as we do with pixels. But
These last two weeks have been pretty busy, both in work/life and Mirage. On the mirage side, I ported the last modifier: fluvial erosion. I spent the first week writing the initial implementation and this week making it actually work. Many moons ago I wrote a pure Python implementation of the virtual pipes hydraulic erosion algorithm. It was crazy
Thermal erosion is now fully ported! There isn’t a very noticeable difference this time around, I think it looks a bit better though (but maybe I’m biased!). I also changed the setting names to make them easier to understand: Repose Angle is now Threshold Iterations is now Time They are also shorter too, so they work nicely in
This week went better than expected in many ways. I ended up getting the modifier work done fairly quickly and managed to squeeze a small refactor, breaking a ~1300 lines file into 3 files. I still have somre more refactoring to do to make things more flexible. Hopefully I can get to that too in the following weeks. Porting went
In this series of posts I’m going to talk about the new hot stuff I’m working on for Mirage. This will be my first time doing a devlog, so bear with me 🙂 Our first stop is what I’ve doing for the past few months: the Rust port. Port to Rust Rust is a programming language focusing
A new age is upon us. Internal is dead, and we have a shiny new engine to replace it. This quick intro will help you get into Eevee.
Looking to add support for presets in your addon? Read on to find out how!
Another Eevee experiment. This time I worked on a cross hatching material.
Making BMesh code sweeter with some syntactic sugar