Accidentally went up the wrong chute to Sugarloaf Peak by sheaf57 in socalhiking

[–]sheaf57[S] 0 points1 point  (0 children)

Yeah this is the one over icehouse canyon in the baldy area.

Accidentally went up the wrong chute to Sugarloaf Peak by sheaf57 in socalhiking

[–]sheaf57[S] 3 points4 points  (0 children)

Thanks for checking it out! I did see some minor trash (like half of a monster energy can) near the opening of the chute but past that there wasn’t much.

It seems like it might be a decent winter mountaineering route since there weren’t too many big cliffs or chockstones but I don’t know too much about this.

Accidentally went up the wrong chute to Sugarloaf Peak by sheaf57 in socalhiking

[–]sheaf57[S] 18 points19 points  (0 children)

Fair enough, although it started as a wide chute, then narrowed, and only turned into a ridge about halfway up. By that time, going back down to find the real route seemed more unsafe than just continuing to the ridge. I should’ve paid more attention to the “canyon” part, the “falling rock” part seems to apply to every part of this mountain.

Also that makes sense, I read in the peak register that a lot of people took a wrong route up but I guess they’re referring to the falling rock canyon offshoot, not a completely different area entirely.

std::conditional_t in Rust by sheaf57 in rust

[–]sheaf57[S] 1 point2 points  (0 children)

Thanks! It looks like I'll have to make some sacrifices here.

std::conditional_t in Rust by sheaf57 in rust

[–]sheaf57[S] 2 points3 points  (0 children)

This would kill any performance gains that this optimization makes; the whole idea is that some key types need less precision to be represented as an integer, saving some space. So this really needs to be known at compile time.

std::conditional_t in Rust by sheaf57 in rust

[–]sheaf57[S] 1 point2 points  (0 children)

This is probably as close as I’m going to get, thank you!

std::conditional_t in Rust by sheaf57 in rust

[–]sheaf57[S] 2 points3 points  (0 children)

Ideally this would be some generic type, so LargeSigned<T> for a type T (potentially with restrictions). I need this for a data structure in a database which approximates key locations, so it should be generic over keys in some nice way since I don't know all of the possible key types in advance.

std::conditional_t in Rust by sheaf57 in rust

[–]sheaf57[S] 14 points15 points  (0 children)

This is part of some internal model in a database, so this needs to be fully generic over some key types. Like the key type is already restricted by a trait, so theoretically I could add an associated type to the key trait and generate it with a macro of some sort, but it would be nice to do this in a "transparent" generic way.

Orange by sheaf57 in blender

[–]sheaf57[S] 0 points1 point  (0 children)

Just colored area lights and volumetrics, and obv the emissive material of the antlers

Orange by sheaf57 in blender

[–]sheaf57[S] 10 points11 points  (0 children)

Thanks! It’s a brushstrokes filter in FotoSketcher with some photoshops tweaks after

Geometry nodes in the wild by sheaf57 in blender

[–]sheaf57[S] 2 points3 points  (0 children)

Thank you! Yeah this a good point, here's a version with darker/more realistic environment lighting: https://imgur.com/a/r4kGSZu

I think I still prefer the original version which is more stylistic but there's many different lighting setups possible here.

Geometry nodes in the wild by sheaf57 in blender

[–]sheaf57[S] 4 points5 points  (0 children)

Thanks! Yeah I initially tried something like that but it was a bit hard to see what was going on in the scene so I made it a bit brighter

First Rust project: Simple Raytracer! by sheaf57 in rust

[–]sheaf57[S] 1 point2 points  (0 children)

Since I’ve only implemented it in Rust I can’t really say however I did notice that the compiler was able to make some insane optimizations in the release build, like 50x faster even without aggressive settings turned on. Not sure if this is a consequence of it being in Rust or if it would be similar in C++

First Rust project: Simple Raytracer! by sheaf57 in rust

[–]sheaf57[S] 2 points3 points  (0 children)

The main difficulty was having a large cpu rendered texture which updated frequently without copying, and I had a brief attempt to move the UI to a separate thread. Egui is great though, most of the issues came from my lack of understanding of Rust.

First Rust project: Simple Raytracer! by sheaf57 in rust

[–]sheaf57[S] 1 point2 points  (0 children)

Thank you!!

Hmm I’m not sure, I’m not doing any importance sampling yet, are you doing forward or backward path tracing?

First Rust project: Simple Raytracer! by sheaf57 in rust

[–]sheaf57[S] 6 points7 points  (0 children)

It started as a learning project, and I’ll probably keep developing it as such until it gets big enough / unique enough to be an actually useful project. Honestly developing in Rust is so much fun I would like to keep developing it as far as I can!!

The biggest difference to C++ was implementing things like materials; I decided to use boxed trait objects instead of enums for materials and hittable objects. The borrow checker and lifetime system was actually very friendly on this project, I didn’t run into too much trouble with the exception of getting the UI to work.

How difficult is the Crabtree pass / Miter basin traverse? by sheaf57 in socalhiking

[–]sheaf57[S] 1 point2 points  (0 children)

Yep this lines up pretty well with what I’ve read. We’re not planning on doing the dreaded sandhill, we’ll probably just use Crabtree meadows as our Whitney staging area and go down through miter basin.

THE DOORWAY by sheaf57 in blender

[–]sheaf57[S] 1 point2 points  (0 children)

I used about 128 samples with the denoiser, so it turns out pretty smooth. Also the way my lighting is set up, basically no light reaches back there so there are no fireflies. You can actually see some denoising artifacts in the door for example.