Experimental UI. 2D/3D. Limited capacity. Work In Progress.

New York
Joined November 2007
bringing the scene to life with clouds rolling through the landscape ported some of my volumetric cloud work from 2023 to webgpu and made it run in screen space as an effect on top of that I finally figured out the issue I had with normals, the terrain looks way better now
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裏側その2)木漏れ日 理想の木漏れ日を目指し、 木の3Dモデルをパラメトリックに生成しています。 複雑なパラメータが絡み合い、 一度たりとも同じ木漏れ日が見られないようになっています。 #WebGL #Threejs
高崎卓馬さん( @takumantakuman )と 矢花宏太さんが設立した会社、 WRITING & DESIGN のサイトを 企画・制作しました。 ものづくりへのお二人の実直な姿勢を そのまま体現するサイトを目指しました。 wd-inc.jp CD, AD, De:イム ジョンホ @junim PL, AD, TD:岡部 健二 @kenjiokabe .
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i just learned there is matcapUV node in #threejs #tsl, makes it so easy to mix materials 🥳
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Super excited that our paper, co-authored with @junkato, on parameter-tuning widgets for creative software has been accepted to #UIST2025. It’s my first academic paper ever, which makes it way more special. #tweeqjs uist.acm.org/2025/program.ht…
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First version of my toolkit is up on @Gumroad ! 60+ nodes for only 5 dollars! ashlee3dee.gumroad.com/l/A3D…
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OmniEdge add-on, WIP Still refining the UI and adding multi-object editing - something Blender doesn’t really support natively. Meanwhile, here’s a short video: Real-time playback showing line widths adapting to FOV, with post-processing and depth of field. #b3d #blender
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blender🫧 #b3d #geometrynodes
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Hi all, I'm seeking freelance work involving shaders. I have +10 years of experience creating shader art and am available for projects. Any job leads or opportunities would be greatly appreciated. Feel free to DM me. Thanks! shadertoy.com/user/Kali
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Draft render from last week, built with Three.js Shading Language and WebGPU, using hash noise and afterimage passes in Post Process. It's not making the final cut (too noisy for interactive use), but I liked the Ghibli-esque vibe enough to share it here.
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さあ、デリバリーしますか。
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Another unreleased shader - Puddle with raindrops, splashes, ripples and lightning. Of course, all #threejs and #r3f. Best witih sound. Dont forget to hit "Start" on the demo page! Live: faraz-portfolio.github.io/de… Code: github.com/Faraz-Portfolio/d…
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Fork of an old demo - "Liquid glass" effect using #threejs MeshPhysicalMaterial with a fully ray marched surface made of SDFs Live: farazzshaikh.github.io/demo-… Code: github.com/FarazzShaikh/demo…
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Added support for NURBS curve offsetting to Curvo🪢 github.com/mattatz/curvo #rustlang
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vibed a fun macos app tonight to manage the age of problem of "what process is running on this port". features... ✨ Range based search (ports 3000–8000) ✨ Icons for processes where possible ✨ Kill multiple processes at once
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Source code: github.com/ektogamat/apple-l… Live link: appleliquidglass.vercel.app/ I increased the parallax effect in the background to visualize the liquid glass effect better and created a custom settings panel. Please leave a star on GitHub if it was useful 😊 #threejs #r3f #webgl
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Congrats to Simon Willison (@simonw) on 23 years (!!) of blogging. Really excellent LLM blog, I sub & read everything: simonwillison.net/ (e.g. I sub via RSS/Atom on NetNewsWire) +If you consistently enjoy the content like I do, sponsor on GitHub: github.com/sponsors/simonw
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#iOS26 Apple Liquid Glass via #threejs and React Three Fiber looks sick 🤩. As I can see, it shows some readability issues, but those can be easily addressed by adjusting the roughness, metalness, or material, depending on what is underneath. I'm sure @Apple will fix it before launch. I will be releasing the source code soon. Do you want it? Please sign up for my newsletter: andersonmancini.dev/ #creativecoding #WWDC25
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📝 New Blog Post 📝 I finally sat down to write about what I learned building a Volumetric Lighting effect for the web In it, I detail how to blend raymarching with post-processing to create beautiful atmospheric light to elevate your next WebGL project blog.maximeheckel.com/posts/…
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It seems that today's trand is the new liquid glass effect of iOS. I tried to reconstruct it in glsl on #shadertoy. #apple #liquidglass #webgl #glsl shadertoy.com/view/WftXD2
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The new UITabBar effects on iOS/iPadOS are powered by a new private UIKit view called _UILiquidLensView. It's made up of a _bunch_ of subviews, lots of familiar faces: _UIPortalView, CABackdropLayer, CAFilter. There even appear to be some new CAFilters specifically for the glass effect, opacityPair and displacementMap!
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