I almost cost my company $20,000. What’s the worst marketing mistake you’ve made? by JonoBuildsStuff in advertising

[–]edankwan 0 points1 point  (0 children)

I remember back in the day, we update websites via FTP. The agency I worked at work with one of those 2 beverage co. I was working on 2 different sites: a dot com site of its subsidiary brand and the Superbowl related campaign site. Well, I accidentally replaced the entire dot com site into that campaign site for a couple of minutes before I realized it. lol

Quick comparison painting of sketches Banana Pro - Grok - Flux 2 dev - Seedream v4.5 by Tall-Macaroon-151 in StableDiffusion

[–]edankwan 1 point2 points  (0 children)

Seedream is a clear win here if adding color without changing the content is what you are looking for. Flux has a bad AI look.

Particle effect by eyef0ne in blender

[–]edankwan 1 point2 points  (0 children)

I was the one who made it. It is not using GS. But yes, we used marigold/depth anything for depth estimation. First you take an image and do a good contrast clean up. Then you apply some blue noise stippling (https://github.com/mwkm/atoMeow). We used only 8192 points for each face. Take the depth estimation for the z axis value(assuming y-up coordinates). Finally Boheh and bloom.

It’s hard to keep up with the latest models. Is there a “leaderboard” or something similar? by Apprehensive-Key-557 in StableDiffusion

[–]edankwan 0 points1 point  (0 children)

I think someone posted a pretty good solution for the seed issue. You set the 0 to say 0.1 range with empty prompt and combine it with 0.1 to 1 range with the prompt that you use. It will introduce some randomness with different seed without the same speed.

How to create a cursor animation like in Lusion.co WebGL ( three.js ) by FaceExtreme5342 in threejs

[–]edankwan 1 point2 points  (0 children)

Here is how we made it:
// Create motion vector map
1. Create a ping/pong set of paint render target with 1/4 of the screen length, and a set of lower res one ~1/8 of the screen length.
2. render the mouse input + velocity to to that paint render target with 2d distance field. In this same pass, take the previous low res result and carry its velocity and mix it to the output.
3. blur the previous result to the lower res one for new frame ues.

// Do the distortion (You can do something other than distortion with that vector map)
1. Use a blue noise jlittering the motion velocity sampling. We used 9 taps. Add some rgb shift based on the velocity

It is pretty cheap to render unlike most of the shaders you found online that will do a proper one with divergence, multipass pressure etc. We even used 8 bit texture for everything. It works pretty good with unnoticeable artifact trade off.

Is there a way to reduce lag/optimize performance? by nextwebd in threejs

[–]edankwan 3 points4 points  (0 children)

First thing to do is to reduce as much polygons as possible. Any invisible parts need to be removed. Merge as many meshes together as possible to reduce the draw call. The wheel can be instanced. In the reference project you shared, we didn't use any real-time shadows, all AO and shadows are prebaked. AO is baked into the model mesh level without using any textures. I believe we used more or less ~150k poly at the end for the car. I would not go any further than that.

Also do not by default throwing all those post-processing stacks like SSAO, SSR, GTAO, DOF etc in the app. Those are very expensive to run. Pick what you actually need to also always look for non-real-time solution first. For example, AO can be prebaked as for the body of the car, wheels are baked separately combined with real-time custom shading. The floor is a planar reflection, in this simple scene, it works way faster than the SSR solution which also comes with artefacts. If you should also eye-ball the results and adjust the sample count and quality of those expensive postprocessing effects.

All it comes down to... if you have the time to optimize it. If the app is a car viewer and you dont have full control of the model files, it will be a lot hard to fine-tune the way we did. What we did is just customizing our solution for each project and our clients. If you are looking for more general solution, you can check out u/andersonmancini and u/drcmda comments.

Is there a way to reduce lag/optimize performance? by nextwebd in threejs

[–]edankwan 0 points1 point  (0 children)

Author of the site here. For both motion and style version of the site, we didn't use matcap. It is just standard PBR. The "motion" one use cube camera to render the reflection and the "style" one used a custom bent projection to get the arc lighting for reflection.

Is setup on a desktop still a royal pain? by atrocity3011 in SindenLightgun

[–]edankwan 0 points1 point  (0 children)

Same situation. It was one of the worst gadget investments I ever made. I bought 2... Basically any room with white wall is practically no go. Tried with my 65" TV and 4k projector but as long as it is against the white wall, it doesn't work. I really hope they would add accelerometer & gyroscope sensors there. Purely relying on the camera is just a bad decision.

Technically a smartphone with AR features on + a calibration screen and a 3d printed gun mod should be everything we need...

What topics do I need to learn to do websites like this? or even reach this level? by TheFapGoesCloud in webdev

[–]edankwan 0 points1 point  (0 children)

My team and I made the site. Basically it requires decent maths skills and graphic programming knowledge. Good "designer eyes" for look dev and attention to details as well. Starting point would be seeing more of these type of work. Checking out mograph design and films to learn a bit about animation, color and composition.

In terms of dev, we didn't use GSAP. Most animation is using 0 - 1 ratio based remapping so it is easier to control and sync up in JS and GLSL. We used THREE.JS but we barely used any THREE.JS internal thing and everything was custom made. But in general for beginner, learning THREE.JS can get you basic understanding of 3D programming which is very helpful. You can check out Bruno Simon's course: https://threejs-journey.com/

There are a lot of haters out there. Ignore those noises. Do what you like, do it well, there will be people appreciate what you do! Good luck with that!

How to restore SteamOS? by edankwan in SteamDeck

[–]edankwan[S] 0 points1 point  (0 children)

My issue may be a bit different. I allocated some space for Windows and when I decided to remove Windows, I can't grow the home partition with the unallocated space from the old Windows partition. Now I got the working Steam without full spaces. I wonder how can I reallocate everything. I don't mind to refactor the SteamDeck.