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ASWF Landscape a resource for showcasing the vast ecosystem of #opensource that powers the #vfx and #animation industries.
landscape.aswf.io/
Read more details on the announcement at aswf.io/introducing-the-aswf…
brought to you by @AcademySwf
mGear 5.4.2 available with fixes and some little enhancements
github.com/mgear-dev/mgear/r…
@[email protected] retweeted
Young people actively hate AI.
My two younger daughters are 19 and 18, both at universities - one in the UK the other in Italy. Through them, I happen to know quite a few kids their age.
And ALL OF THEM seem to universally hate AI.
To them it's "something old people invented that we now have to deal with... as if climate change wasnt enough"
AI is cringe. When they introduce me to their friends, they literally say "heyya, meet my dad, he's a software engineer but nonono, NOT IN AI, dont worry, hahah".
They hate it for flooding their social feeds with slop, ruining music, taking phone scams to the next level, also destroying careers & devaluing their hobbies - why become an architect, this skill is about to become worthless? Why learn a musical instrument if session musicians are already obsolete?
The outcome is interesting, though - they're spending less and less time on public social, meeting up IRL, moving their online lives into private group chats with actual verified friends. TikTok and Reels are increasingly cringe-something for old dudes.
Which, I guess, might be a net positive after all...
America: We need to kill the humanities so we don’t lose the AI race to China
China: Every child shall read Jane Eyre
@[email protected] retweeted
Blender is looking for passionate developers to join our team!
Check out new job openings and apply at blender.org/jobs/
#b3d
mGear 5.4.0 is out: Facial Rigger 3.0, Anim Picker 2.0, Animbits Hub, Blocking Ghosts, Spring Manager 2.0, deformer IO tools and Shifter builds about twice as fast.
Free and open source for Maya.
github.com/mgear-dev/mgear/r…
#mGear #Maya #rigging
@[email protected] retweeted
話題のオープンソース3DCAD「SolveCraft」を使ってみましたが、噂どおりでAutodesk Fusionと凄く似ていますね。ほぼ同じ操作画面で機能も似ています。STEPやSTLの入出力もできるので驚きです。
@[email protected] retweeted
Added a few new graphics papers/presentations to my personal library:
• #CAPCOM - Real-Time Path Tracing in RE ENGINE - GDC 2026
• #id Software - Variable-Rate Compute Shaders - GPC 2025
• #Sony - Upgrading PSSR on PS5 Pro - SIGGRAPH 2026
• GPGPU Cloth Simulation + UE5 Optimization - CEDEC 2026
• Efficient High-Quality GI, AO & DoF on Mobile - CEDEC 2026
• New Developments in Spherical Harmonics - Rotation, Integration & Gradients - CEDEC 2026
Find here: drive.google.com/drive/u/1/f…
More resources:
Tech Art: drive.google.com/drive/u/1/f…
Small Research Papers: drive.google.com/drive/u/1/f…
#gamedev #rendering
@[email protected] retweeted
カプコン、.NET用データ処理ライブラリ「RE:Dox」をオープンソースで公開
gamemakers.jp/article/2026_1…
複数フォーマットを共通基盤で相互変換・シリアライズ可能。処理速度はSystem.Text.Jsonと比較して最大約3倍へ。
カプコン内製ゲームエンジン「RE ENGINE」の性能強化の一環として開発された
カプコンの次世代REエンジン「REX」の“基盤技術”が一般公開、自由に使える。データ処理が“最大約3倍”速くなるらしい
automaton-media.com/articles…
@[email protected] retweeted
Blenderで3Dアニメ風キャラクターのセルシェーディングを滑らかに見せるために、固定影、SDF、法線編集、グリースペンシルを使い分けるチュートリアル
youtu.be/kU9paK3H374
【主な内容】
・テクスチャや専用マテリアルに固定の影を描き込み、鼻下や目元など常に影を置きたい部分を手軽に整える
・SDFテクスチャやカスタム法線、Data Transferを使い、顔や全身の陰影が滑らかに変化するアニメ調シェーディングを作成
・最後はGrease Pencilをカメラに追従させ、3Dで作った影の上から直接描き足して、フレームごとに理想的な陰影へ調整する #b3d
meshoptimizer 1.3 is out! Featuring a new voxel remesher, support for normal generation, several simplification improvements and various optimizations. GitHub stars and retweets appreciated!
Project started 10 years ago; excited for the years to come!
github.com/zeux/meshoptimize…
@[email protected] retweeted
This is probably the cleanest way to combine your anime character’s BASE COLORS + CEL SHADING in Blender. 🔥
No weird color loss.
No fighting with the shader.
No complicated setup.
In the new tutorial, I show 2 methods — Shader to RGB and the new EEVEE Lighting Nodes — step by step.
Once you understand the setup, it’s honestly really simple, and the result is exactly what you want for anime characters.
Full tutorial + project files on Patreon 👇
mix3ddesign.com/posts/anime-…
#Blender #B3D #CelShading #AnimeShader #NPR #Eevee
A lot of my students asked me (including twitter friends):
“How do we keep the character’s Diffuse/Base Color in a cel shader while still letting the light color react properly?”
Well… Blender’s new Eevee Lighting Nodes come to the rescue
Now we can get cel shading that feels more accurate, more controllable, and much closer to the way lighting actually looks in anime.
I’m currently recording a full video showing exactly how I’m setting this up
Make sure you’re subscribed so you don’t miss it!
#Blender #Blender3D #Eevee #CelShading #NPR #AnimeShader #AnimeArt #3DArt #BlenderTutorial
How do you bring MaterialX BSDF networks to @pixarsrenderman XPU?
Jonathan Stone (Lucasfilm) & Fran Gonzalez (@Pixar) share the cross-studio collaboration, CPU/GPU architecture & production validation behind the work.
🎥 hubs.la/Q04y4sfK0
#MaterialX #RenderMan #ASWF
Compositor (v1.1) is now live! I added text tool and layer effects. Also lots of little improvements throughout.
robbietilton.com/compositor
@[email protected] retweeted
i made a free texture pack from real historical footage 🎞️
100 clips of grain, scratches, and light leaks
markers of stories surviving time:
movingimagearchive.com/colle… – at San Francisco, CA
the internet is full of forgotten films
so i built a website with over 120,000 historical public-domain clips, dating 1894 to 2021!
all free to use, and waiting to be seen again.
movingimagearchive.com 🎥
I built a Photoshop-like image editor. It’s called Compositor.
robbietilton.com/compositor
I originally built it for myself to get off my Adobe subscription, but decided to release it for free and make it open source. It has all the essential tools I need for compositing, with none of the BS.
I know this workflow is kind of archaic in 2026, but I’m still using it until AI can actually get pixel-perfect on some of the details.
The entire app is 12MB. Photoshop is 6,455MB on my machine.
Building OpenUSD proposals across industries starts with getting different communities aligned on the problem.
Aaron Luk of @nvidia and Nick Porcino of @Pixar share the methodology behind cross-domain standards work.
Watch: hubs.la/Q04xNkbk0
#OpenUSD #ASWF
NVIDIA has contributed two new high-fidelity assets—the MaterialX Teapot and Lion—to DPEL. These are the first DPEL assets to feature production-grade, multi-layered MaterialX materials. Learn more and get the assets: hubs.la/Q04xHVk-0
Today at 2:00 PM PT: join the ASWF USD Working Group Collective Projects Virtual Town Hall with Paolo Selva of 880 Productions NZ and Martin Davies of LAIKA.
Get the latest project updates, hear what’s next, and learn how to get involved.
hubs.la/Q04xFPp60
#ASWF #VFX



























