Drew Risch - Rogue13 (@13throgue) header
Drew Risch - Rogue13 (@13throgue) profile picture

-Principle VFX / Tech Artist -Game Dev, Architect -Founded https://xitter.cf/t.co/O1d7vzgRdO - @polycount -Ex: Azra, Survios, Meta, Microsoft, Sony -Drives a Blue car

Tacoma, Washington
Joined December 2010
Photo by Drew Risch - Rogue13 (@13throgue)Photo by Drew Risch - Rogue13 (@13throgue)Photo by Drew Risch - Rogue13 (@13throgue)Photo by Drew Risch - Rogue13 (@13throgue)Photo by Drew Risch - Rogue13 (@13throgue)Photo by Drew Risch - Rogue13 (@13throgue)Photo by Drew Risch - Rogue13 (@13throgue)Photo by Drew Risch - Rogue13 (@13throgue)Photo by Drew Risch - Rogue13 (@13throgue)Photo by Drew Risch - Rogue13 (@13throgue)
UEFN: Festival Pinball is live fortnite.com/@roguethirteen/… I turned the shooter game into a top down pinball game. You don't drive around in the game, you let it bounce you around. Just like proper pinball. Video is a sample of the game with the 3 different camera options.
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Went to a Job Fair. I wasn't sure what to expect but when i had to push my way past a group of guys hot boxing joints in front of the place, my hopes of this being a real event was lowered. There was nothing useful to me. Bleh. At least i know that now.
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Wutville: I'm on version 10 of the portal pass. my machine has been grinding non stop for days. i'm probably gonna spin the ability to render on my other boxes too. A couple of the tests meant doing ALOT of fragmentation to the portals and let the math stitch it together.
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the real headliners of #Worlds2026 Fan Fest
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Wutville update: I have decided that I am doing everything i can to submit an update to Wutville this year. i'm working on performance over the visual first. I've gotten framerate improvements from 10 to 40% depending where you are. The 40% savings is also from the worst spot.
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Once this pass is done, 2nd on my list is new textures for the houses. no more sweater/giftwrap patters on the houses. if i can do something with the long sniper view, i will. probably will do a proper no build pass too.
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i dont expect to be able to fix the spawns with one door, but what i can do with nobuild/nobullets/etc i will.
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Drew Risch - Rogue13 retweeted
Since apparently we can post up to 20 photos/videos now here are a bunch of mine
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running vvis.exe for 20 hours straight and getting that itch to stop it
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This week's glimmer; The US Senator who is now in charge of US healthcare said he'll be removing the work requirements for Medicare asap. Another said they are gonna try and reduce the age from 65 to 55. These are good things for me. Maybe I can get into retirement housing too.
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I'm so good at vomiting.
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Drew Risch - Rogue13 retweeted
Blenderをベースにしたオープンソースの3Dテクスチャペイントソフト!早期アクセス公開!Win&Mac&Linux mPainter 0.9 alpha 3dnchu.com/archives/mpainter… by Mattias Lind氏 @mattiaslind93
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Drew Risch - Rogue13 retweeted
With 3d gradient texturing you dont need heavy texture maps to get rich details By stretching the UVs across a tiny color gradient, geometry does all the heavy lifting It works similarly to a trim sheet, but built entirely for mobile optimization #Misfitz #blender #mobilegames
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Drew Risch - Rogue13 retweeted
The secret to a great particle simulation is not necessarily adding more points. Often times the SOURCES are what makes or break a sim. Using filled geometry tends to produce softer, blurrier results, while sourcing particles from curves or thin surfaces can create much sharper, more detailed, wispy effects. The interesting part is that you can often achieve those results with significantly fewer particles. Fewer particles = faster simulations, quicker iterations, and more control over the final look. A small change in how you source your particles can make a huge difference. I put together a quick Houdini tutorial demonstrating exactly this.
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Today twitter decided to show me that i've had DM notifications for the last 6 weeks but hasn't shown any notifications until today. Wonderful feature Twitter team.
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Drew Risch - Rogue13 retweeted
The new Shader of the Week is 'Metamorphosis Volume' by dathor: shadertoy.com/view/NXySRV
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Drew Risch - Rogue13 retweeted
I'm releasing all my project files for free, under Creative Commons. Since my disability makes it hard to make more art, this is a way for my art to continue to grow. Remix them and have fun, using your agents or your human brain. Download: arc.art/dataset
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Drew Risch - Rogue13 retweeted
The Blender Foundation and the online community proudly present Blender 5.3 🎉 This release wraps up 2026 with new features and improvements across the board. Highlights include: 🔸 Native support for 3D Gaussian splats. 🔸 A new DLSS denoiser in the Viewport on NVIDIA GPUs. 🔸 Asset libraries can now be shared as extensions, and the Extensions platform accepts asset libraries containing public domain (CC0) assets. 🔸 A new optional Projects system makes Blender aware of context beyond the open .blend file, with project-wide features to match. 🔸 Dispersion and roughness anisotropy for glass and transmissive materials in Cycles. 🔸 New Material Lighting nodes and panoramic camera support in EEVEE. 🔸 A stack of effects for the Compositor, similar to Geometry Nodes modifiers. 🔸 Grease Pencil adds selection tools to Draw Mode, a new Carver tool that cuts shapes with proper boolean subtraction, and multi-fill for the Fill tool. 🔸 Animation & Rigging adds operators to copy and paste world-space animation and to convert rotation modes, along with friendlier playback. 🔸 A full ripple editing framework and a rewritten Blade tool in the Video Sequence Editor. And more! Explore the release notes for the full picture: blender.org/download/release… #b3d #devfund
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Drew Risch - Rogue13 retweeted
A few years ago I was coding a simple 2D physics & rendering engine. It died out because I'm simply not that strong in math. The pixel processor in IlluGen is almost done, which is insanely powerful. You can build your graph and then write additional code to generate or iterate on whatever you're feeding it. I figured I'd have claude take a stab at a 2D raymarching node, like what i was trying to build a few years ago, and after a few iterations its pretty awesome. In IlluGen you can use our UI to access parameters within your processor code and even animate them with things like modulators or key frames. I'm not really sure what pandoras box this will open or if LLM's are the best way to write these shaders/custom nodes vs learning to code. I'm trying my best to navigate "This is art" and this is LLM trash. Being pretty inept at coding, who knows how long it would've taken me to build this exact thing I was looking for. I have had some fun tonight hand coding a few shaders and it's an absolute blast to be able to interact with shaders at a new level. I've never experienced something so easy, eloquent, and simple for making and working with shaders despite my severe programming knowledge limitations. Raymarching, relighting, simulations, conways game of life, post processing shaders for games, and many more things will soon be possible with this new node. It's basically the desktop version of shadertoy i've always wanted. Procedural graph/inputs (nebula generation in this case) -> Code to do something with those inputs -> More graph
2D Raycasting using triangles for rendering instead of lines now. Took me a while to figure out how to keep the gradient consistent. Simple solution made hard in my brain. Some slight jittering on the edges of shadows. Not sure why yet. #computergraphics
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Drew Risch - Rogue13 retweeted
We're introducing the next phase of generative AI content controls. Creators will have clearer AI declaration requirements when publishing, and AI filtering is now on by default, with options that give you finer control. Learn what's changing → ow.ly/N2ol51059an
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Seeing someone get a gig you were turned down for on LinkedIn is a new psychological test.
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