Ⓐ{DHD,utistic} doggirl • bird photography, retrocomputing, speedrunning, osu, rust, (insert special interest here) • 1/6 of the servo team at @igalia • ≡ƒÅ│∩╕ÅΓÇìΓܺ∩╕Å <3 @ariashark @bark
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“girls could fix me” but in a tone that implies this is not just a hope, but a last resort
(this is critical to my operation, but i won't require it to allow for girl product differentiation)
If you've used a ray/path tracer you know that the output always starts out noisy - rays are very discrete things so you need to trace a lot of them if you want things like soft shadows, global illumination, depth of field and motion blur. The noise comes from the fact that scattered rays are sent towards different directions for each pixel.
But there's nothing stopping you from just, not doing that
With the piece above (Danmarksfärjan), it was extremely important to me that the smooth plastic surfaces should appear smooth in the final render, rather than having visible noise. To that end, I used the exact same unscrambling technique above (albeit implemented by hand in my rendering framework rather than in Blender), trading off high-frequency noise for lower-frequency artifacts that are visible in the shadows/reflections if you zoom in close.
but better this time because share trees are properly put as multiple files instead of just a single file per rechost
there's 19630 markdown files in this iirc