Jakub Vondra

Houdini & Gaffer TD / Environments @ Stim Studio
Toying with Houdini, Gaffer, Cycles.
Trying to write a pathtracer in Rust.

2025-06-09

Toy GPU renderer update
- pathtracing!
- reading basic light and material props from .usd
- basic ggx+lambert shader
- Maya style navigation

#LightTransport #MetalShadingLanguage #RustLang

2025-05-23

@yiningkarlli
use w40k::greenskins::OrkBoyz;

Jakub Vondra boosted:
Blender StudioBlenderStudio
2025-05-22

Time to go for a walk in the snow! ⛄ Join Pinda and Chocomel on their winter quest in Blender Studio's short game, Dog Walk. As they look for snowman props, you'll learn to be nice with the leash... or a bit naughty. Your game, your choice! 🤝
[Limited release for studio subscribers, wider release to come.]


studio.blender.org/blog/dogwal

2025-04-06

@petrikas I wouldn't be surprised if that was a deliberate choice. Someone said "make the red more red".

2025-03-26

@yiningkarlli Not sure abotu travel ads, just a "normal amount". But past few months Dubai chocolate seems to be very artificialy pushed hype eveyrwhere on the internet, lots of people I know are experiencing it too.

2025-03-14

@thevfxfeed

Happy to see cinesite avoiding fall.
But looks like they plan to funell even more money into gen AI 🙄

2025-02-19

Toy GPU renderer update:

Might not look like much, trying to get the basics in first.
- sample accumulation ( It flies so fast on M4 pro! )
- switched from RGB to spectral rendering (hero wavelength / Scott Burns uplift)
- AgX ( a bit broken )
- .exr output

no ray bounces or fancy shading yet

2025-02-18

@petrikas Thanks! I actually allready ended up copying this one after rewriting my own approach from Rust to Metal did not work.
And it still does not work, it must be something specific to how Metal handles color in textures, because matrix*vec multiplication, log2 and other basic things have to be the same.

2025-02-18

I'm trying to implement AgX in Metal shader and hitting a wall, a purple one in this case. 😬

2025-02-03

Toy GPU renderer update:
-rays have been fired!
-reading a mesh from an USD file with normals and color using a custom rust wrapper around tinyusdz(c++)

2025-01-23

More GPU raytracing!
Still just a raytraced triangle, but now rendered from a 3d camera which is controlled by mouse from egui. Also interpolating a primvar there.
Managed to get rid of Metal Kit, it was annoying to use in Rust. Now I'm using egui, it's a breeze to work with and I already know it.

2025-01-15

Mom look, I'm raytracing on the GPU!
It took a few evenings, but now I have working Rust + Apple Metal raytracing prototype. Now it's just writing the rest of the renderer.

2025-01-14

Ok so it actually only sucks for writing code. The metal debugging tools are cool.

2025-01-13

Giving zbrush one last chance.

2025-01-13

I've had this sketch from Ian McQue saved for a very long time, now it's finaly time to give it a go!
Long time since I did a character too.
Started by buying a base mesh from George Zaky and tweaking it in Blender to roughly match proportions.

2025-01-04

Is it just me or does Xcode suck ?

2024-12-09

I've been playing with the idea of rewriting my toy renderer for GPU, so I can take advantage of hardware raytracing. (Currently runs on the CPU via Embree)

Vulkan is cool, but scary. The easiest choice weirdly seems to be Apple Metal, thinking of getting an old mini M1 to try this rabbit hole.

Jakub Vondra boosted:
2024-12-05

Recordings for Graphics Programming Conference 2024 are now up. The lineup is packed with amazing talks ranging from rendering for games like Tiny Glade, Hades, and Baldur’s Gate 3, to even a talk on designing your own GPU!

youtube.com/playlist?list=PLLa

2024-12-04

@aeva For user it's just a float input representing the pigment concentration. Internally in the renderer each pigment is a tabulated curve of the spectral absorbtion in 380-750nm range.

2024-12-04

Toy renderer update:

- Pigments - One of the main reason I wanted to do a spectral renderer was the idea of avoiding specifying color in RGB and using something more real-world based.

- Blackbody option for lights.

I need to look into my sampling and seed again to improve the noise.

Client Info

Server: https://mastodon.social
Version: 2025.04
Repository: https://github.com/cyevgeniy/lmst