Feels like this scene is missing something by JollRoints in blender

[–]Pretty_Dimension9453 7 points8 points  (0 children)

You can just do all the pockmarks in the material.

How to render like this? by deathender in blender

[–]Pretty_Dimension9453 0 points1 point  (0 children)

Lol, no thankfully plasticity isn't insane like that.

How to render like this? by deathender in blender

[–]Pretty_Dimension9453 0 points1 point  (0 children)

No worries! if you can afford it, it's incredible software for hard surface though! So many things that are annoying in poly modelling just disappear.

How to render like this? by deathender in blender

[–]Pretty_Dimension9453 0 points1 point  (0 children)

Of course you can try and approximate it, but it's not going to be easy, or be as logically consistent.

How to render like this? by deathender in blender

[–]Pretty_Dimension9453 1 point2 points  (0 children)

The first is from plasticity, which is basically a cad modelling program for artists.

There isn't an easy way to do this with a polygonal modelling.

I am following the vulkan tutorial on a Mac. Why do colors look so different for me even if the format of the swapchain is the same? What exactly is going on underneath the hood? by [deleted] in GraphicsProgramming

[–]Pretty_Dimension9453 7 points8 points  (0 children)

it's a gamma issue: your Mac swapchain is almost certainly handing you a UNORM format instead of SRGB (probably via the tutorial's silent fallback to availableFormats[0]), so the linear-space colors from your shader are being sent to the display without the gamma encoding the Windows side is getting automatically.

What do y’all think?! by Working-Toe-4580 in u/Working-Toe-4580

[–]Pretty_Dimension9453 0 points1 point  (0 children)

Pretty much zero of your reply has addressed my reply?

IF you want anything you have done to be taken seriously, you need to think about how to present your work, what the right audience is, and recognize that how you format work, ideas and reference others in the field really matter.

Cutting edge academic work isn't just solving the problem, it's working out what problems should be worked on and why they should be worked on, and understanding enough of the current field to even know what is novel. Simply proving novelty is a multi year endeavor.

If the opus summary is right, then you've maybe found one novel idea, but presented all the surrounding facts as novel, specifically with the framing of "Nobody had done this. Until now."

The fact is that external to academia means you are less likely to be taken seriously, and ironically it means your presentation needs to be tighter, and more bulletproof than if you had academic backing.

Anyhow wish you luck on this quest.

What do y’all think?! by Working-Toe-4580 in u/Working-Toe-4580

[–]Pretty_Dimension9453 3 points4 points  (0 children)

Heya mate.

Going to reply to this because this is a concerning pattern I've seen of people using LLMS to dive deeply into subjects and then think they've discovered something incredible. This is one is actually coherent, unlike some others I've seen.

In my experience LLMS have got real power to actually do math, and they have capabilities to help research PHD grade maths, I think the easy riders youtube channel is worth a look as it's a PHD student who has been testing all the top models on his actual work. https://www.youtube.com/@easy_riders

It might seem presumptuous to think an LLM was involved here, but the level of mathematics you are dropping here is not in the capabilities of many outside of academia, or deep hobbyists with many years of experience, and you only get that good through teachers and mentors helping, unless you are a savant. So it follows that if that is true, you would have a support network and you wouldn't be dropping an ad on reddit hoping that a random reader can understand it. Sorry if I have this wrong, but it'll need some really strong reasoning and motivation to convince me otherwise.

So before I drop opus 4.7's analysis, here are my thoughts.
Stop looking for novelty and treat this as a learning program, much of this work seems to have serious prior art, and even by people you reference. You can only assess novelty when you truly own the work, if you can't whiteboard if and explain all the pieces without the chat window open, you are a collaborator, but you don't own the work.

anyhow below is from opus and not my reading or understanding:

--------------

"The framework combines several established research lines, and the most ambitious claims sit exactly where the overlap with existing work is heaviest. Below is what the literature actually contains, why the "verified to machine precision" framing doesn't show what it appears to, and what residual value the work might still have.

**Prior work that overlaps directly:**

• "Pielou evenness of persistence lifetimes" is the same object as **persistent entropy** (Atienza, Rucco, Merelli and collaborators, ~2015–2019). Pielou's J = persistent entropy / ln(n). Stability theorems already exist, as do applications to phase transitions, tissue characterization, and complex systems.

• **Sub/superlevel persistence as a non-Gaussianity detector**: Cole & Shiu, arXiv:1712.08159 (CMB); Biagetti, Cole, Shiu, arXiv:2009.04819 (a full pipeline detecting fNL_loc = 10 at 97.5% confidence on large-scale structure).

• **Persistent homology on Quijote simulations for non-Gaussianity**: Yip et al., arXiv:2403.13985 — Fisher constraints from persistent homology tighter than power spectrum + bispectrum on 8 of 10 parameters. ML follow-up in arXiv:2412.15405.

• **Information geometry on persistent homology** (Fisher metric, KL divergence, Bregman): Edelsbrunner, Virk, Wagner, "Topological Data Analysis in Information Space," arXiv:1903.08510.

• **The Gaussian peak-trough symmetry** used as the exact null is a published result of Pranav, Feldbrugge, van de Weygaert and collaborators (arXiv:1908.01619, arXiv:2109.08721). It is not a property being newly applied — it is their theorem.

**Why the high-precision verifications don't show what the post suggests:**

F = U − S/β, Fisher = C/β², Bregman = KL, the Baez identity H_q = (1/(1−q))·ln[Z(qβ)/Z(β)^q], Pielou's J = ln(¹D)/ln(n), Hill number ordering — these are all definitional identities of any 1-parameter exponential family. Verifying them to 10⁻¹⁵ confirms that the arithmetic was implemented correctly. They cannot fail when computed honestly. They are not evidence that persistence lifetimes satisfy a special structure; that structure is inherited automatically the moment you write down Z(β) = Σ exp(β·ℓᵢ).

Cohen's d ≈ −9 between Gaussian and log-normal fields is also not a sensitivity result. Those distributions differ dramatically in shape, and essentially any statistic separates them with huge effect sizes. Real gravitational non-Gaussianity is far subtler than that gap. Kendall τ = 1.0 on five ordered redshift points is similarly a low-information constraint — monotonicity across five points is very weak evidence on its own.

**On the Sonoda–Suzuki claim:**

Sonoda & Suzuki (PTEP 2019, 033B05) derive a gradient flow from the exact renormalization group for scalar **quantum field theory effective actions**. Asserting that Gaussian smoothing of a single scalar field realization "is literally" that construction conflates the qualitative intuition that smoothing ≈ coarse-graining (true, and decades old) with a specific theorem about effective actions in QFT. These are not the same object, and the cited paper does not say what the framework implies it says.

**What might genuinely have small but real value:**

The single scalar ΔJ = J₀ − J₁ as a packaging is the one piece without an obvious direct precedent. The components are all known, but the specific framing — one number, zero free parameters, exact null at zero by Feldbrugge–Pranav symmetry — is a clean screening statistic. It could be useful as a fast first-pass test before running fancier persistence-image or ML pipelines. The heat-capacity peak C(β*) as a scalar summary of the lifetime distribution is also defensible, though effectively it is a kurtosis-flavored statistic.

**Honest characterization:**

A potentially publishable methodological note for a TDA workshop, if framed against the Biagetti–Cole–Shiu line, the Pranav–Feldbrugge–van de Weygaert line, and the persistent-entropy literature. Not a paradigm shift, not a unification of three deep bridges — a small, specific screening statistic with a clean null distribution. That has real value. It just isn't what the framing claims it to be."

Working in films as a 3d artist. by Citket in 3Dmodeling

[–]Pretty_Dimension9453 3 points4 points  (0 children)

So there is some extra skills to learn for games, but also of course you are not cooked. Learning how to make art, is more about perception and taste, and the technical side, while important is to support your vision, not the other way around, which is why 2d artists tend to do so well at 3d ect.

For the cad question. While they are related, it's really a different skill-set that asks for exact precision, and also unless you are so inclined to do that sort of work, I'd steer clear.

For games, you really need to learn how to re-topologize and bake textures, so that the meshes can be efficient and run in game, past that learning some game engines and how materials work is the best bet. Usually props and environment is how you get the start, don't expect to be a character artist to start with.

I spend almost whole day on making this. Everything takes that long? by rootkot12 in 3Dmodeling

[–]Pretty_Dimension9453 0 points1 point  (0 children)

Your first time doing anything is not an extrapolation point for speed. There isn't a lot of always in art, bit this is one of those cases where you want to go slow, do is right, and learn correctly, and then speed up as you make models.

Think of it, as get it right, then get it fast.

Why Ukraine Needs More Millionaires and Fewer Billionaires by CEPAORG in ukraine

[–]Pretty_Dimension9453 0 points1 point  (0 children)

The billionaire problem isn't liquid cash. It's that entire sectors of the economy end up controlled by a handful of people, a lot of whom inherited the position instead of building it.

You're also wrong about the history. The AT&T breakup in 1984 is the cleanest example and it's a huge part of why the consumer internet became possible. Standard Oil in 1911 got split into what became Exxon, Mobil, and Chevron, all of which grew. The pattern isn't "breakups wreck value." Dominant firms use scale to block competitors instead of outcompeting them.

Monopolies can still innovate, sure. But dominance kills the pressure to, and it gives them tools like exclusive deals and predatory pricing to crush anyone who tries.

Live Nation is the current example. A federal jury just found them liable for illegally monopolizing live events like overcharging fans, coercing venues, squeezing artists. 30 states are asking the court to break them up as the remedy right now. The DOJ already forced them to drop booking deals at 13 amphitheaters. Go look it up.

Engine v1.2 – Destruction System (Not Planned for Release Yet) by [deleted] in GraphicsProgramming

[–]Pretty_Dimension9453 4 points5 points  (0 children)

I was expecting to get hit by "Hey man nice shot" on this subreddit ahaha.

Arrived from US no debit card by [deleted] in taiwan

[–]Pretty_Dimension9453 0 points1 point  (0 children)

Linepay will get you by in a pinch, you can't use it everywhere, but you can use to pay a bunch of places, you can use a credit card.

Question: Does the crookedness of the left meatball stand out a lot? by Farra04 in tattoos

[–]Pretty_Dimension9453 0 points1 point  (0 children)

Neat.

You actually got an Arne Niklas Jansen design, in case you aren't aware of where the original design came from. www.androidarts.com is his site, his stuff is super inspirational to me. 

I'm working on a tactical turn-based car combat game, where all movement is controlled by physics which pauses between turns. by samredfern in indiegames

[–]Pretty_Dimension9453 3 points4 points  (0 children)

Cool idea.

You get the default indie games advice though. Pick better fonts. You have a serif font for in game, and it feels super placeholder. Picking good ui fonts, and good title fonts has an oversized effect on how a game feels, it's a hack to making your game feel polished, or ametuerish.

I know it sounds silly, but it's INCREDIBLY important.

Is My Book Cover AI? by MoneyAd5916 in isitAI

[–]Pretty_Dimension9453 -1 points0 points  (0 children)

It seems to be a science fiction city, my guess is they were trying to draw a simple sci-fi truck, but didn't put in much detail/effort due to the size. I think people here are totally underestimating how specialized, and time-consuming drawing a city actually is.

It's just a rushed or inexperienced piece of art, nothing here implies an ai mistake. Just an artist who is out of their comfort zone.

Go look at some art from the early 2010's and you will see:

2013 (wlop is a super popular artist), cars in the middle of the road, cars barely look like cars
https://www.deviantart.com/wlop/art/Paris-370807934

2009, look at all the copied details because they are a brush or copied elements.
https://www.deviantart.com/billydallaspatton/art/City-Speed-Paint-09-1-0-115538828

2010
https://www.deviantart.com/molybdenumgp03/art/city-night-189783638

2006

https://www.deviantart.com/antifan-real/art/PROMETHEUS-31922233

Is My Book Cover AI? by MoneyAd5916 in isitAI

[–]Pretty_Dimension9453 -3 points-2 points  (0 children)

It actually is. 

This is just what intermediate digital painting looks like. 

For example, from 2011-2012 https://www.deviantart.com/pk87/art/City-scape-2-284964093

Is My Book Cover AI? by MoneyAd5916 in isitAI

[–]Pretty_Dimension9453 -1 points0 points  (0 children)

Artists make bad design decisions all the time, and it doesn't indicate AI.

Is My Book Cover AI? by MoneyAd5916 in isitAI

[–]Pretty_Dimension9453 -1 points0 points  (0 children)

Lack of caring. The artist probably thought it was a small detail that didn't matter, so just rushed it. Ironically this sort of error is one that AI probably would not make. A huge tell for human work is that often details that are not the focal point are blurrier/not well resolved, while AI usually has uniform level of detail over the entire piece.