siliconereptilian

androidmaeosauridae

  • they/them

tabletop rpg obsessed, particularly lancer, icon, cain, the treacherous turn, eclipse phase, and pathfinder 2e. also a fan of the elder scrolls and star wars, an avid gamer and reader of webcomics, and when my brain cooperates, a hobbyist writer.

 

the urge to share my creations versus the horrifying ordeal of being perceived. fight of the millennium. anyway posts about my ocs are tagged with "mal's ocs" (minus the quotes). posts about or containing my writing are tagged with "mal's writing" (again, sans quotes). posts about my sci-fi setting specifically are tagged "the eating of names". i'd pin the latter two if they were actually among my top 15 most used tags lol. fair warning, my writing tends to be quite dark and deal with some heavy themes.

 

avatar is a much more humanoid depiction of my OC Arwen Tachht than is strictly accurate, made in this Picrew. (I have humanoidsonas for my non-humanoid OCs because I cannot draw them myself and must rely on dollmakers and such, hooray chronic pain)



Dvorakir
@Dvorakir

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


PublicOpinion
@PublicOpinion

Didn't know about this! Looking at the examples, they look a lot like the images you see while baking indirect light in Eevee, which always kind of perplexed me.


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in reply to @Dvorakir's post:

Suddenly a lot of what I see in video games makes a ton of sense.

I had been wondering about this, but in trying to look into it I was searching things like upscaling, not realizing what I was looking at.

You might be seeing artifacts of a different effect called Screenspace Reflections. Screenspace reflections take your rendered image and mirror, distort, and otherwise displace the image to approximate what the reflection should be showing. They work best on distance objects with sheer reflection angles (think the reflection of a mountain you are looking at on a lake). However they can only show things that are already on screen, and sometimes show parts of the scene that should not be physically reflected, such as things between the camera and the reflecting surface. Those last ones can end up looking similar to some of the artifacts seen in this post

Specifically in this case, when I play a game like CyberPunk or Balder's gate 3, the hair and edges seem to dither out in this way.

I don't think I've paid enough attention to the reflections, but I'm going to start looking for that now. :D

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