画質 高画質

[Crusty Lava Lamp]

Using vertex and frag shaders to displace 3D geometry results in the most pleasing textures. Really enjoying the "rough" look of these evolving patterns.

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Hi, my name is Eugene and I do cyberpunk-inspired street photography in London. I've recently been shooting from high-rises and I'm falling in love with geometry all over again!

You can find my work on my

Instagram: https://t.co/MAgglOmMmv

Portfolio: https://t.co/PMYbZ05IyV

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If showed more than just the Demons face, this would 100% be him.

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From tonight's stream! Thanks for watching, chatting and lurking ❤️ we'll finish the nebula tomorrow, is finished though! Woohoo!

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Can you spot the difference?! Fair enough, some issues remaining, but thanks to an amazing contribution from Ken Arroyo Ohori () there is an alternative -based geometry implementation in IfcOpenShell. https://t.co/wo1Tc11thT

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I've started adding a bit more geometry and shapes into my shields/barriers.



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Circles shown are internally tangent. How can we prove the 2 blue angles are always congruent? 🤔(Source: ). Explore here: https://t.co/u2Ifu0Hrt2.

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I just noticed that if I want to make the eye be visible from the side I have to tweak the head's geometry which means I have to unwrap UVW's again and waste even more time, and it's 5 am

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oye creo que esto me esta empezando a gustar xD

dibujo para todo tuyo bro 👌

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