insomniac_lemon
@insomniac_lemon@lemmy.cafe
- Comment on The Best Graphics In 1994? Exploring Weird Spaces in Lightscape 1 week ago:
Just never clicked with me, I guess. The workflow/layout, how certain things like modifiers often create mesh errors.
I mean Blender is perfectly fine for my uses, but I started with Maya (many years ago) and I think I preferred how that did things (and most things being nodes, though TBF I haven’t looked into Blender’s geometry nodes). Admittedly I also can’t deal with Maya’s bloat (or cost), and even the pre-Autodesk Linux version seem to be more data than modern Blender.
I also like some of the older tech like vertex colors and NURBS. Those aren’t impossible with Blender either, though certainly don’t seem top-drawer. For VC it takes a bit of setup (create it, materials, get it rendering properly in viewport shading modes) but the startup file helps with that… though I’m also relying on that for an ordered/set-width color palette, so I’m not sure if there’s an easy way to change that in already saved files (and actually changing the vertex colors of the object is another, since it isn’t just a color index that can be updated).
- Comment on The Best Graphics In 1994? Exploring Weird Spaces in Lightscape 1 week ago:
Yeah, I use Blender now but it’s a bit painful for me to use. So it’s a common thought that some old software might be usable for a simple workflow… if it could be done with proper hardware utilization and not too much overhead.
SGI made
there was no windows or Mac hardware capable of this sort of thingYeah. This was my thinking, that SGI-workstation-specific software would be more capable (hardware-support-wise) than Windows-specific software.
Though I’m guessing the architecture difference is just as much of a problem even if someone could work at that low-level.
That is assuming you are wanting to do architectural visualization?
I’m interested more for animation/gamedev, that’s why I phrased it (3) as ‘model packs’ because I could see many of the large empty scenes shown being useful as a starting point for custom environments (even if it doesn’t completely make sense, I’d love to put some bespoke digital creation inside a long-forgotten mall).
- Submitted 2 weeks ago to retrocomputing@lemmy.sdf.org | 4 comments
- Comment on Do I belong in tech anymore? - On quitting, the spread of AI, and the loss of an ideal. 1 month ago:
This isn’t really a ‘fork it’ type of problem. Closest to that I can viably do is just have my project elsewhere (gitlab or codeberg, or even just uploaded to itch) and allow the bindings project to link to it. Even then, it could still be scraped one way or another.
I don’t really understand enough to improve the bindings code itself and the project only currently has 4 other contributors (and those likely aren’t anywhere close to half-as-much as the creator), so the idea that moving would harm said project definitely is valid.
Godot itself is large enough that it could survive a move, though it’s likely too complicated with all existing things (unless they split out for ultra-future 5.X?). I do know that worse people (maybe-or-maybe-not better coders) have tried to fork Godot with the long-term outcome likely not being noteworthy.
- Comment on Do I belong in tech anymore? - On quitting, the spread of AI, and the loss of an ideal. 1 month ago:
Got to outlast it, in spite.
Problem is not wanting your creations scraped.
Even worse when you want to contribute to some key project that likely won’t leave Github (issue being Copilot training). In my case it’s Godot bindings in my preferred (somewhat niche) language. I already contributed an example and have another better example I haven’t uploaded because of this (other issues though too, so I haven’t even been able to share an export).