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Latvia
Joined March 2020
Are you juggling between multiple #Blender versions and addons, develop extensions or teach Blender? You might want to check Blenderbase. It is our internal tool to launch and download Blender, symlink addons. Available for Win, Mac and Linux, it is free and open source. github.com/PhysicalAddons/bl…
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Physically accurate atmospheric refraction just added in my #Blender addon Atmosphere² Core version. Rendered in Eevee.
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Octavia VRS made with Distantlightsfx and @_martinsh new physical atmosphere2 in #b3d #blender3d #animation
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I haven't seen anything like that in Blender. A physical atmosphere sim (that works in EEVEE and lets you do eclipses and stuff) and lets you *zoom out to space*, basically? p.s. Ah, it's developed by the creators of Flow. Now it makes sense. #b3d
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Physical Atmosphere² adds insanely detailed skies to #Blender scenes The add-on generates true spectral atmospheres, complete with ozone, atmospheric pollution, and even a 'stupidly advanced mode' for power users cgchannel.com/2026/07/physic… #B3D #VFX #gamedev @PhysicalAddons
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Crazy impressive #b3d tech.
I’m on a vacation - first time in a long time. I can finally show something I’ve been working on for years. This is the next big step after my first #Blender addon - Physical Starlight & Atmosphere, launched almost 7 years ago (!) Let me introduce you the tech behind it. 🧵
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I’m on a vacation - first time in a long time. I can finally show something I’ve been working on for years. This is the next big step after my first #Blender addon - Physical Starlight & Atmosphere, launched almost 7 years ago (!) Let me introduce you the tech behind it. 🧵
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I accidentally created an optical illusion in #Blender while implementing a hexagonal texture de-tiling. The hex edges appear to slightly bend.
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Quick test of some iridescent pileus clouds in blender
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POW development has been quietly cooking for 3 weeks. Time to talk about it. Our new intern Sphynxcolt — from our own Discord community — is working hand in hand with Mārtiņš on a new LUT-based wave system. No more hardcoded limitations. Future-proof architecture. Room to grow.
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High res render
Replying to @_martinsh
@_martinsh and I have been working on something INSANELY cool We added a new phase function to the volume scatter node which allows you to import custom textures to use as phase functions, enabling things like cloud iridescence, or rainbows to be realistically computed
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Get ready for some spectral eye-candy! Volume scatter node with a physically based magic in #Blender Teamwork 💪 @samuel_krug
Replying to @_martinsh
@_martinsh and I have been working on something INSANELY cool We added a new phase function to the volume scatter node which allows you to import custom textures to use as phase functions, enabling things like cloud iridescence, or rainbows to be realistically computed
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All over the place this week - my nameday off midweek, @_martinsh presenting Flow in Tartu. Second week of IG community picks - learning how time-consuming proper curation is: instagram.com/p/DUIy8sGDaFO/ @_martinsh working on clouds. I'm wrapping LIAA yearly reports.
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.@iamcosmoloop presented a beautiful real-time water shader made in Blender, which delivers refraction, underside refraction, lights, and shadow interaction. Enjoy: 80.lv/articles/beautiful-rea…
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This week: moon implementation, atmospheric refraction for celestial bodies, and depth sorting for stars/sun/moon/earth. Still rough around the edges (missing textures, light emission, depth sorting bugs), but the foundation is solid. #atmosphereV2
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Two very much exaggerated cases of the green flash. The distortion of the sun and atmosphere is caused by the thermal inversion, so sometimes it bounces the ray creating mirages (same way mirages form on hot ground or asphalt) #b3d
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Further experiments with cloud rendering in #Blender I added a custom, spectral phase function. It is a LUT calculated with my MIE plotter in shadertoy. shadertoy.com/view/X3ySWd Amazing cloud VDBs by @samuel_krug more stuff coming
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Multiple scattering is based on Delta-Eddington two stream approximation, a fast, accurate method in atmospheric physics for calculating radiative fluxes (light transfer) in scattering atmosphere and clouds. Images - Combined. Single only. Multiple scattering only.
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Volumetric atmosphere in #Blender. Cycles. 1:1 scale of Earth. Using it to validate the analytic multiple scattering for Eevee that I am developing for clouds and atmospheres.
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I use #ShaderToy for prototyping. Mostly real-time, mostly analytic, but completely physically based atmosphere with multiple scattering.
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