Apos's recent activity
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Comment on Gimp Tutorial for Idiot? in ~comp
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Comment on Keynote - Blender Conference 2025 in ~tech
Apos They had a lot of interesting talks throughout the conference: Keynote — Blender Conference 2025 Compositing 5.0: Powerful yet Simple — Blender Conference 2025 Inside Blue Zoo's R&D: Building a...They had a lot of interesting talks throughout the conference:
- Keynote — Blender Conference 2025
- Compositing 5.0: Powerful yet Simple — Blender Conference 2025
- Inside Blue Zoo's R&D: Building a Digital-First Toolkit in Blender — Blender Conference 2025
- Slow Crafting VR: Hand-Drawn Textures and Worlds — Blender Conference 2025
- Blue Prince : Beyond The Doors — Blender Conference 2025
- The Future of Extended Reality for Development — Blender Conference 2025
- Exploring how creativity is built across industries — Blender Conference 2025
- Accessible Automated Pipelines for Small Teams — Blender Conference 2025
- Simulation and Visualisation of Optical Systems — Blender Conference 2025
- From Solo Artist to Studio with Blender — Blender Conference 2025
- Facial Rigging for Stylized Character Animation — Blender Conference 2025
- Bringing concepts to life - Framestore's Visual Development — Blender Conference 2025
- Funny Legs: a 2D show by a 3D animator — Blender Conference 2025
- The development story of "Story Tools" — Blender Conference 2025
- Custom Particle Systems in Geometry Nodes — Blender Conference 2025
- Revolutionizing Virtual Production Car Process with Blender — Blender Conference 2025
- Blender JAM – A Collective Animation Experiment — Blender Conference 2025
- Step Inside the Viewport: CATWALK’s VR-Driven Production Workflow — Blender Conference 2025
- Integrating Blender into the manufacturing industry — Blender Conference 2025
- SkySplat Tutorial: From drone video to photo-realistic 3D scene — Blender Conference 2025
- Case Study on Spiritquest — Blender Conference 2025
- Squishy Volumes at Your Fingertips — Blender Conference 2025
- The Future of Rendering — Blender Conference 2025
- From Comics to Animated Films: Bringing a Graphic Novel to Life—Solo! — Blender Conference 2025
- An Automation Pipeline for Robotics and Animation with USD — Blender Conference 2025
- VFX workflows for Sonic the Hedgehog 3 — Blender Conference 2025
- Light my shiny render pass! — Blender Conference 2025
- Designing in a 3D Playground: Unlocking Low-Code Add-on Development for Engineers — BCon 2025
- A million little curves: creating hair for animals — Blender Conference 2025
- Making a spectrogram with Geometry Nodes — Blender Conference 2025
- From Pen Plotters to Robots: Geometry Nodes for Parametric Toolpathing — Blender Conference 2025
- Smart Interoperability: Integrating Photogrammetry-Based Heritage Models in Blender — BCon 2025
- Empowering Game Development: A Studio-Wide Integration at Behaviour Interactive — BCon 2025
- Making a music video in geometry nodes for OK Go — Blender Conference 2025
- A glimpse into "Flow" — Blender Conference 2025
- import bpy: modern add-on development — Blender Conference 2025
- Love, Death, Robots and a little of Blender — Blender Conference 2025
- Building with the Piggy Builders — Blender Conference 2025
- II Baracchino - Donuts don't die in vain — Blender Conference 2025
- The Optimization Iceberg - Making 3D run on any device — Blender Conference 2025
- From Flat to Feeling: How Stylized Shading Shapes Narrative — Blender Conference 2025
- I’m a Complete Hack - But This is how simple techniques still make a big … — Blender Conference 2025
- "Trophy Son": The (Not So) Easy Journey of an Animated Short — Blender Conference 2025
- Slot it like it's hot: progress on the new animation system — Blender Conference 2025
- Nissan 500sx: A Retro-Futuristic Concept Car — Blender Conference 2025
- Blender at Volkswagen Group — Blender Conference 2025
- Microscopy Nodes: handling large biological volumes — Blender Conference 2025
- Mapping Pipelines: Lessons from Three Open Source Studios — Blender Conference 2025
- Reimagining Iconic Anime Backgrounds in 3D — Blender Conference 2025
- The Sculpting, Modeling and Node tools - key players in the game art pipe — Blender Conference 2025
- Lightning Talks & Suzanne Awards — Blender Conference 2025
- Rigging Cheat Codes — Blender Conference 2025
- The Illusion Engine: The Secrets to Realism — Blender Conference 2025
- Animals for Games part 2 — Blender Conference 2025
- Perfecting a lie - Ultra hyper-realistic humanoid characters — Blender Conference 2025
- Making of DOGWALK — Blender Conference 2025
- ClayPencil, Animating In 3D Using 2D, Animating Without Rig — Blender Conference 2025
- The Anatomy of Medical 3D — Blender Conference 2025
- Creating the cutest stylized water with Geometry Nodes — Blender Conference 2025
- Bringing real cameras to Cycles — Blender Conference 2025
- The Use of Blender in the Making of the Animated TV Series Deep Dive — Blender Conference 2025
- Rigging With Nodes Changes Everything! — Blender Conference 2025
- Blending brains: Tales from the neuro department — Blender Conference 2025
- Path Tracing Through Acrylic: A Photorealism Journey on Render Network — Blender Conference 2025
- Producing a 13x4 series from scratch — Blender Conference 2025
- Rendering Digital Garments for Visual Storytelling: Why 3D Should Come Be… — Blender Conference 2025
- Experiencing the Parthenon in 3D — Blender Conference 2025
- Bridging Grease Pencil and Geometry Nodes - 2.5D Illustration, Lighting… — Blender Conference 2025
- Fast, Good and ... Free*? | Lego Recreation Tips and Tricks — Blender Conference 2025
- Making volunteer-based animated live shows six years in a row — Blender Conference 2025
- Improving Cycles CPU Performance with Clang and Hardware Profiled Optimiz… — Blender Conference 2025
- Architectural Visualisation pipelines II: A close up in to the processes — Blender Conference 2025
- SciBlend: Advanced Data Visualization Workflows — Blender Conference 2025
- Extensions are Coming: Rethinking addon development by unlocking Python's… — Blender Conference 2025
- Symbiont World - a solarpunk short film — Blender Conference 2025
- Film development of a European tentpole feature film with a CG Polar Bear — Blender Conference 2025
- Frame-by-frame 3D Animation & Everything Else Keymesh Can Do — Blender Conference 2025
- Using Blender in a multi million, Beautiful Living Company — Blender Conference 2025
- Proceduralism, and AI in animation production — Blender Conference 2025
- Closing Event — Blender Conference 2025
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Keynote - Blender Conference 2025
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Comment on What programming/technical projects have you been working on? in ~comp
Apos I've been working on a shape library using SDF math. (Essentially math that point towards the edge of the shape, allowing you to know when a pixel is inside a shape, a certain distance from the...I've been working on a shape library using SDF math. (Essentially math that point towards the edge of the shape, allowing you to know when a pixel is inside a shape, a certain distance from the border, etc.)
I finally added gradient fills which was a bit of a rabbit hole.
https://github.com/Apostolique/Apos.Shapes
This allows creating games without any sprites, or it's really useful for creating debug tools or various visualizations.
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Comment on One Piece | Season 2 first look in ~tv
Apos There's a new anime adaptation that's currently being worked on called The One Piece. snip. It will be made by Wit Studio (Attack on Titan, Vinland Saga, Spy Family, etc). They released this...There's a new anime adaptation that's currently being worked on called The One Piece. snip. It will be made by Wit Studio (Attack on Titan, Vinland Saga, Spy Family, etc). They released this behind the scene video: 『THE ONE PIECE』 Behind The Scenes of Production. I have high hope for that adaptation.
They'll be remaking the whole thing from the start and it's supposed to be seasonal instead of every week.
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Comment on One Piece | Season 2 first look in ~tv
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One Piece | Season 2 first look
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Live-action League of Legends series reportedly underway; Vietnam considered as a filming location
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Comment on What programming/technical projects have you been working on? in ~comp
Apos This is quite likely what I'll have to do. I need to figure out a good way to represent any coordinate. I can represent a position with 3 values: X, Y and exponent. Those can all be integers. You...This is quite likely what I'll have to do. I need to figure out a good way to represent any coordinate. I can represent a position with 3 values: X, Y and exponent. Those can all be integers. You can think of the exponent as scaling the grid size towards or away from the origin. Works well for zooming in or out on the origin until I run out of values for the exponent (-2,147,483,648 to 2,147,483,647 which would be unimaginably large).
I'm not yet sure how to represent X and Y values outside their range. If you pan away from the origin and zoom in, you quickly end up in a position way outside the range of any fixed size data type I could chose.
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Comment on What programming/technical projects have you been working on? in ~comp
Apos I get a list of position and pressure from the tablet driver and I just create a line between the points. The line drawing is done with a signed distance field where I only draw a fill color and...I get a list of position and pressure from the tablet driver and I just create a line between the points. The line drawing is done with a signed distance field where I only draw a fill color and no outline. snip More info here.
The mouse code shows it pretty well: https://github.com/Apostolique/Mitten/blob/9a5bf951d12face22420e49d3ceb36b302e61f04/Game/GameRoot.cs#L418-L443.
The
_draw.Pressed()
starts the action. The_draw.Held()
happens as long as the mouse is still pressed._draw.Released()
then ends the stroke.CreateLine(a, b, size)
is the API to create a line. It doesn't commit the line to the history yet until the stroke is over.CreateGroup();
is what commits all the lines so far to history. That allows undo and redo to remove all the lines that constitutes the stroke in one go.The code is executed in a game loop over multiple frames.
The
StrokeWithTablet
code is pretty much the same but there are a few edge cases to handle. -
Comment on What programming/technical projects have you been working on? in ~comp
Apos Surprisingly, the infinite zoom is the easy part, I have a solution that works by using the exponential scale and the numbers stay within an acceptable range. It's the panning on the X, Y axes...Surprisingly, the infinite zoom is the easy part, I have a solution that works by using the exponential scale and the numbers stay within an acceptable range. It's the panning on the X, Y axes that's throwing me for a loop. You just run out of numbers, thinking outside the box feels required.
If I didn't allow panning, I could have something that only zooms on the origin.
For freehand strokes, my solution is quite simple. A stroke is a collection of lines at full opacity (no transparency). I wrote a library to render shapes and it felt like a could just chain lines one after the other to draw any strokes and the result seemed acceptable. A single stroke can be hundreds of lines with slightly different thickness, angles and lengths.
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Comment on What programming/technical projects have you been working on? in ~comp
Apos Mine is inspired by Milton. I used it for years before coding Mitten from scratch. It doesn't have as much range as mine. There's Endless Paper on the iPad that does. But it's not as good as I'd...Mine is inspired by Milton. I used it for years before coding Mitten from scratch. It doesn't have as much range as mine.
There's Endless Paper on the iPad that does. But it's not as good as I'd want it to be. They cheat by hiding lines when zooming in too big. (Quite noticeable when using a stroke as the background and zooming in on it to draw smaller and smaller.)
For note taking, I had written this article in the past: https://jeandavidmoisan.com/posts/using-a-graphics-tablet-as-a-programming-tool/.
I believe I checked out Lorien in the before. Thanks for reminding me, I'll have to test the edge cases that I have.
This is using Endless Paper: https://youtu.be/GeEISHh37lY.
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Comment on What programming/technical projects have you been working on? in ~comp
Apos I'm working on an infinite canvas [drawing / note taking] app that I call Mitten. I'm trying to design an elegant algorithm to support a truly boundless canvas (infinite zoom and pan). I thought I...I'm working on an infinite canvas [drawing / note taking] app that I call Mitten. I'm trying to design an elegant algorithm to support a truly boundless canvas (infinite zoom and pan). I thought I could solve this quickly but it's proving quite hard. There are so many pitfalls (floating point issues, how to uniquely identify a point within the world, data structure, camera system, etc).
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Comment on Looking for lighthearted action anime in ~anime
Apos Thinking about it more, I think Space Brothers Dr. Stone Uncle from Another World Haven't You Heard? I'm Sakamoto could fit the bill too.Thinking about it more, I think
could fit the bill too.
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Comment on Looking for lighthearted action anime in ~anime
Apos I really hope that they make more seasons.I really hope that they make more seasons.
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Comment on Looking for lighthearted action anime in ~anime
Apos The Way of the Househusband. It has a lot of similarities with Sakamoto Days (ex-Yakuza that wants to live an honest life). It's rated lower because of the animation quality but I think it's still...The Way of the Househusband. It has a lot of similarities with Sakamoto Days (ex-Yakuza that wants to live an honest life). It's rated lower because of the animation quality but I think it's still watchable and the story is really funny. It's on Netflix.
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Comment on How to sound design ecosystems in ~comp
Apos Not completely sure where to post this. It includes concepts related to procedural generation. You can listen to the output here: https://amfivolia.bandcamp.com/album/biota-alien-soundscapes. I'm...Not completely sure where to post this. It includes concepts related to procedural generation.
You can listen to the output here: https://amfivolia.bandcamp.com/album/biota-alien-soundscapes.
I'm going to attempt to code something based on this from scratch as a weekend project. I guess I finally have an excuse to learn about synthesizers.
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How to sound design ecosystems
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Comment on How do you go about learning a new language? in ~humanities.languages
Apos Ah, that's why I put the code. You're sharing the price without the code to lower it by 50%. If you don't input it, it will show the full price. You don't need to give them any info to input the code.Ah, that's why I put the code. You're sharing the price without the code to lower it by 50%. If you don't input it, it will show the full price. You don't need to give them any info to input the code.
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Comment on How do you go about learning a new language? in ~humanities.languages
Apos I got it for $643 CAD. I think it's around $400 USD for Americans. I think it's worth it if you're planning on being at it for a while, or redo some lessons many times. I'm sharing my account with...I got it for $643 CAD. I think it's around $400 USD for Americans. I think it's worth it if you're planning on being at it for a while, or redo some lessons many times. I'm sharing my account with my family. Everyone can have their own profile to keep track of their progress.
As a programmer, I love GIMP, it feels like it's designed exactly for my use case where other tools aren't as precise.
For drawing shapes, if they are all the same, you can do your selection and use the Stroke Selection button (icon that's in the bottom right) in the Selection Editor. After you stroke for the first time, clicking that button while holding shift will repeat the same stroke. That should allow you to do a different selection and then shift click it for a faster workflow.
Oh btw, every item in a menu should have a hotkey even if one isn't shown. For example, let's say you want to merge two layers, you can right click the top layer and hit
W
. iirc in the past, the letter to click was underlined, I don't know if they removed the underline but everything in the menus should have a button.Otherwise, you can generate the shape in an external program and paste it in GIMP.
You should really view GIMP as an image editor where you work with existing images instead of as a drawing application.
Edit: Looks like what I'm talking about is called an accelerator or an access key and you can see the underline when you hold alt and then navigate in the menus.
Edit2: For every element that you hover in the user interface, you can hit F1 to bring up context appropriate documentation.