Pinned ping

in lieu of posting the actual prod (which my brain desperately wants me to do) here is an extremely zoomed in view of the 4k gfx entry that I just submitted to solskogen 2020, which will be shown next weekend!

:boost_ok:​ for canada day, let's all "celebrate" by reading and listening to indigenous voices in canada. here are some random things I found today that could be a jumping off point:

decolonizing "cottage country" by growing wild rice:
youtube.com/watch?v=IEyRf1v1ib
aljazeera.com/indepth/features

big playlist of investigative reporting by APTN:
youtube.com/playlist?list=PLQM

documentary about the oka crisis:
youtube.com/watch?v=Zu2R4BnaEy

leaking info about the shit I'm working on to both 1. increase hype and 2. motivate me to finish it

I'm currently working on a story where P = NP and it's like the exact opposite of the movie "the travelling salesman"

@SuricrasiaOnline One of our favorite examples of this is pointing at The Wind Waker, with its ultra-stylized cartoonish graphics, and comparing it to sports games of the same time period. The sports games look more realistic, but Wind Waker looks better in just about every way.

this is why when disney made their principled shading model they purposefully added some parameters that would be impossible in the real world. in particular "specular tint"

check out their paper (page 12) disney-animation.s3.amazonaws.

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this is why the fetishism for exact light transport algorithms and photorealistic rendering can be insidious. it doesn't matter if the material for some object in your scene is photorealistic when you were unable to get it looking like it did in your head. it doesn't matter that some beam of light wouldn't realistically fall onto some part of the image if having it there would make the image look 10x better.

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@SuricrasiaOnline that's actually a quote from Jim Blinn on a poster in the CS building here, going something like "all it takes is for the end result to look good"

which is indeed how Blinn-Phong shading works

if the art you want to make requires realism, go for it. but don't feel like your 3d art is worse because it's lacking in realism. in my opinion, the only reason art might be lacking is when the artist couldn't execute their vision to their standard. this happens when they were unable to excert artistic control over some aspect of their piece. that can be anything from not having the right brush for what you want to do, or having a nan poisoning bug in your path tracer

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even realism shouldn't be the end goal of a 3d artist, it should be your expression and development. you can make a hyperreal 3d scene that is boring to look at. you need visual interest. ultimately art is a way to communicate, and it's important to learn how best to get your message across. realism is just a tool for that goal

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your daily reminder that you can simulate the exact light transport for a 3d scene and not end up with something that looks realistic. realism is based on modelling, materials, and lighting. you can make something realistic using the blinn-phong model and some clever fakery. all that matters is that it looks good

if presented with an advertisement, avert your eyes. don't give them shit

your daily reminder that if you're white and avoiding conversations about race because it is "too stressful" just imagine how a black person feels when they have to justify their oppression to random people on the internet

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