Refractions are fun. Piter told about a bunch of tricks he is using in his renders. Like avoiding intersections of translucent and diffuse object. Or not reflecting ray if it’s inside the translucent object, it can only go out to avoid being trapped for good.
Physarum, diffusion limited aggregation, definition of “long form art” and making glsl stuff consistent on all kinds of hardware.
Representing complex value as a matrix http://lavalle.pl/planning/node150.html
A lot of other stuff
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