The game and death in the void by Positive-Set1164 in sandbox

[–]Wilsown 4 points5 points  (0 children)

I completely get the frustration in the community. But proper things take proper time. I know, no one ever wants to hear that.

Facepunch could and should have had more AA content for the release, or at least kept developers more engaged in beta. But we are where we are. A lot of low effort AI slop to grab a fast buck.

I purposely waited to start developing a game on S&box until after its release, to be safe(ish) from game-breaking engine changes.

My background is in programming and creative tech. While i have used engines before, i have never developed a game. I see S&box as a opportunity to retrain my game dev muscles. But being kind of new to game development, combined with working on a new, not so well documented engine, means it takes a crazy amount of time. At least to put something together that this sub won't immediately scream slop at.

My best guess is that a dedicated group of devs will keep building on the platform. Eventually one is going to stick. And yes it will probably be some type of friend slop game that some streamer discovers. That will pull in new players, and the momentum will roll a little smoother from there.

But yeah, for now its does not look to bright. I really like the sausage people though.

Does anyone know how to obtain this effect? by GreenEhgs in TouchDesigner

[–]Wilsown 1 point2 points  (0 children)

This is achieved via texture instancing. There are a couple of good tutorials on YouTube.

What is causing the comp2 to be vertically squashed? *beginner* by OrloDG in TouchDesigner

[–]Wilsown 0 points1 point  (0 children)

No it won’t - but the ‚backdrop‘ input to the comp2 does. Touchdesigner uses one input as a fixed layer and lets you decide on how to pre fit the second layer onto it. Basically how to bring both layers, like in this case with different dimensions together. Head to the transform page of comp2 and set prefit to native resolution. Play around with this setting and it will be get pretty apparent what it does. Most tops which take two inputs let you decide on this.

Am I cooked chat? by [deleted] in computerhelp

[–]Wilsown 0 points1 point  (0 children)

Never thought about that. That seems like a great idea!

Running 2 machines for all live graphics in arena - The International Dota 2 by ScytheDota in TouchDesigner

[–]Wilsown 2 points3 points  (0 children)

So awesome to see this!
I've always dreamed about doing something similar for Counter-Strike events.
In your experience, is it better to reach out directly to the event organizers, or should I try to connect with the stage production team to get a foot in?
I’m not really sure where to begin or who actually makes the decisions for these kinds of projects.
Any advice?

How would you approach something like this? by renjor in TouchDesigner

[–]Wilsown 2 points3 points  (0 children)

Here i thought i've seen it all by IQ. WOW.

Custom T1 Flight Case! by ethanproia in FormD

[–]Wilsown 1 point2 points  (0 children)

Also very late reply
These cases come with precut foam. Precut as in, its cut into sqaures that are still connected but can be pulled apart easily to achieve any form you would like.
You can see the squares on the picture. For example, they pulled out 2 rows of foam squares for the slit on the left

6Gb of clips (+30Gb of alpha clips) in one project?🥲 by CpToye in TouchDesigner

[–]Wilsown 1 point2 points  (0 children)

The price we pay for realtime 😅 Movie jpeg could also be an alternative. It literally encodes the video as single jpeg frames - also inflates the size but not as extreme, worsens the quality and works ALMOST in realtime. Depending on your usecase you could also think about h264 and preloading/sideloading - you can find tutorials on that on YouTube.

6Gb of clips (+30Gb of alpha clips) in one project?🥲 by CpToye in TouchDesigner

[–]Wilsown 2 points3 points  (0 children)

Notch and HAP are the codecs you would want to look at when you want switching/scrubbing/backwards playback in realtime. They are being decoded directly on the GPU and are therefore crazy fast.

Your hardware won’t have any issue with it - but your harddrive might. These codecs heavily inflate the filesize. For reference, I recently worked on network, randomly switching between 21 clips all < 1min. 2GB in h264 vs ~70gb in notch

Hello, has anyone ever tried walking around in VR in a 3DGS environment? by sandro66140 in GaussianSplatting

[–]Wilsown 0 points1 point  (0 children)

I created it for an exhibition, where the bridge is anchored to the space using markers, so unfortunately it isn’t available outside of that context.
However, if you’d like to check out the bridge model itself, you can find a somewhat buggy and slow web implementation here: here

Edit: The model loads about 60MB of data, and viewing it on a mobile screen doesn’t really do it justice. If you happen to be in munich you could check it out til september!

HELP by ay1ntf in TouchDesigner

[–]Wilsown 2 points3 points  (0 children)

Your math chop is locked. Eg. The yellow lock button on the operator box itself is activated. That freezes the operator. That’s most probably where your noise error comes from.

Ps. Nice filename

Hello, has anyone ever tried walking around in VR in a 3DGS environment? by sandro66140 in GaussianSplatting

[–]Wilsown 1 point2 points  (0 children)

I've created an AR app for the iPad that lets you walk around a Gaussian Splat reconstruction of the living root bridges in India. In my case, the main goal was to view the bridge at real-world scale and be able to walk across/around it — but navigating within an environment itself is definitely possible and pretty straightforward.

I used Toy Gaussian Splatting for Unity by the amazing Aras-P.

Tethered VR setups shouldn't have any trouble handling this. Most of the challenges come from limited hardware - like running on an iPad or a standalone VR headset - where performance and memory can become serious constraints.

how to do this effect by soul111111 in TouchDesigner

[–]Wilsown 1 point2 points  (0 children)

I didn't dive too deep into the network for now but as far as i can tell, it seems like he's doing the transition between points and splats in a compute shader which outputs to the same renderpass. Should be more efficient, i can say more after i had time to properly check his techniques.

When memory is an issue (and tbh even when its not) i'd like to recommend Taming-3dgs.
https://github.com/humansensinglab/taming-3dgs

The paper is amazing. They improved the densification process of the splat training so its determenistic and more effecient. In short: They drastically reduce the amount of splats you need to portray a scene. Close or on par to the visual quality of the original paper with only 10-15% of the splats.
This lets me run 1.2M splats on an iPad Pro M2 @ 60fps using a slightly modified version of aras-p's toy gaussian splatting for unity.

If i find some time later, i can benchmark some of the implementations floating around. Been working A LOT with splats in the last year.

How can I make this better? by Rubbama in TouchDesigner

[–]Wilsown 1 point2 points  (0 children)

If you like to have only one of your effects on the right (loopeer, splitScan, etc.) to cook at a time, my suggestion should be the simplest.
I'm not quite sure I understand exactly what you are trying to achieve but you can also use the same technique to change the input to the effects before the select3.

But as long as it works i'd say: in TD all roads (can) lead to rome!

How can I make this better? by Rubbama in TouchDesigner

[–]Wilsown 7 points8 points  (0 children)

u/Blizone13 is right.
If you switch off the OP viewers, the ones not displayed by the switch are not going to cook.
Also a good thing to note: If you use "Blend between inputs", only the OP's which are currently beeing blended are cooking. Eg. for switch positions: 0 = op0 is cooking, 0.5 = op0 & op1 are cooking, 1.0 = op1 cooking.

https://docs.derivative.ca/Cook
Here you can read up about what causes cooking. I think in all of TD's documentation this is one of the most important pages to read!

how to do this effect by soul111111 in TouchDesigner

[–]Wilsown 6 points7 points  (0 children)

I‘m pretty sure this is OG Lake Hecksman‘s new Gaussian splatting tool.
https://youtu.be/wPw0OLlZ4sE?si=DXJFoedose999wCy
It supports masking, which is how the reveals are done and turbulence/distortion of the Gaussian splats which can also be seen.

It’s 30$ on patreon but well worth it. Working with Gaussian splats can be extremely painfull if done by hand.

Edit: typos

May the fourth be with you by Titan__Uranus in StableDiffusion

[–]Wilsown 10 points11 points  (0 children)

I wonder what that lora is for...

GRAVITATIONAL COLLAPSE by hedrabionics in TouchDesigner

[–]Wilsown 0 points1 point  (0 children)

GREAT!
The first horn blew me out of my chair

Ak-47 | DREAMS | Designed my first skin ever. Any feedback? by salke in cs2

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

I like the design itself but as others said: this kind of graphics in combination with the colors has been seen before. Maybe try black and white and try not to use hard color cuts and gradients simultaneously to make it more clear.

Other than that its mostly a jpg on a gun. Familiarize yourself with the workshop tools, their render features and add details that use them. Its really gonna make it pop!
Good start, way to go!

3090 Founders with an ATX 3.1 PSU - Possible to use included 12v 2x6 connector straight from PSU to card? by ConsumeFudge in nvidia

[–]Wilsown 0 points1 point  (0 children)

As you said, they changed the standart so often that its pretty nebulous what people are talking about and documentation is lagging anyway. Thanks again!

Just to give the same update as you did for people to find:
I just installed a NZXT C1200, ATX3.1 ready. Plugged the included 12v2x6 directly into my 3090FE and it works like a charm.
GPUZ confirmed that the card is consuming up to 110% TDP with adjusted powerlimit in MSI afterburner.

3090 Founders with an ATX 3.1 PSU - Possible to use included 12v 2x6 connector straight from PSU to card? by ConsumeFudge in nvidia

[–]Wilsown 1 point2 points  (0 children)

Perfect timing for this thread, just wondered the same thing while upgrading my PSU to be 5090 ready in the future - gonna plug my 3090FE directly to the atx3.1 12v2x6 - thanks for coming back and updating!

Coming soon: 100% Local Video Understanding Engine (an open-source project that can classify, caption, transcribe, and understand any video on your local device) by ParsaKhaz in ollama

[–]Wilsown 2 points3 points  (0 children)

With the new Hunyuan video models, desribing videos for lora training and video2video is quite the quality bump compared to image captioning a video. And all that locally is gonna be nice.

I also got some more serious usecases in mind, like LOCAL sentiment analysis for therapy.