This is so cool, I love polyhedra, can't wait to see where you take it.
It would be really cool to have the ability to attach/copy current active shape to all possible connection faces on target compound object, so you can grow symmetrical structures fast
03.03.2026 09:43
π 1
π 0
π¬ 0
π 0
Ivernal - La Halle CondamnΓ©e
YouTube video by Nik Nenov
Happy to share this short music video I've been working on.
The entire thing is made using only signed distance functions in #TiXL, please check it out, been working on it on and off for a few months now.
www.youtube.com/watch?v=yiMx...
#shorts #music #musicvideo #animation
10.02.2026 18:11
π 2
π 1
π¬ 0
π 0
You could import external 3d models into Bryce, I remember
08.02.2026 02:13
π 1
π 0
π¬ 0
π 0
These are engrained childhood memories, I didn't realize they used Bryce but it makes so much sense now that I hear it
08.02.2026 02:13
π 3
π 0
π¬ 0
π 0
rule 73 elementary cellular automata pattern which has been extruded by various amounts based on shape uniqueness, rendered with narrow fov at near isometric angle using realistic path tracing
rule 73 elementary cellular automata pattern which has been extruded by various amounts based on shape uniqueness, rendered with narrow fov at near isometric angle with flat viewport shading
im very satisfied, will try messing with different material IDs tomorrow maybe
28.01.2026 21:06
π 1
π 1
π¬ 0
π 0
I completely understand, I would definitely recommend mastodon, its completely independent/open source and it will likely get even bigger in light of the recent actions of bluesky. You could even host your own mastodon instance or join a graphics dedicated one if just to post links to the articles.
25.01.2026 10:21
π 1
π 0
π¬ 1
π 0
the 2nd part of my dithering visual article is finally out!
π visualrambling.space/dithering-pa...
this one mainly explores the threshold map and how it generates those unique visual patterns
hope you enjoy this as much as I enjoyed making it!
made with #threejs & #animejs
22.01.2026 14:06
π 133
π 28
π¬ 6
π 7
Sad to hear this, I've mainly been using mastodon (which is super nice btw) but one of the reasons I always check back here is to see what you're up to. I'm going to have to learn how to set up some sort of RSS thingy now!
25.01.2026 09:58
π 3
π 0
π¬ 1
π 0
Just discovering this today, been meaning to check out Composers Desktop Project, this makes it look soo much more accessible, cant wait to dive in.
07.01.2026 22:57
π 5
π 0
π¬ 0
π 0
Hi Jonathan, im curious!
07.01.2026 22:55
π 0
π 0
π¬ 0
π 0
ballz
29.12.2025 14:33
π 4
π 0
π¬ 0
π 0
Thank you!
06.12.2025 12:59
π 0
π 0
π¬ 0
π 0
EMOM Sheffield 28thNovember2025
YouTube video by Nik Nenov
Some clips of my VJ set last week youtu.be/Vlankk3rxfE #Sheffield #emom
05.12.2025 08:34
π 3
π 0
π¬ 1
π 0
animations for blank vhs covers
YouTube video by scibot9000
i made some blank vhs cover inspired animations + jingles :D
04.12.2025 21:41
π 9
π 4
π¬ 0
π 0
a vast twisted and warped cube-like fractal landscape in metallic black and white
this week after work I have been mostly frantically trying to prepare a new VJ setup in #TiXL for this friday's #sheffield #EMOM (electronic music open mic), im not sure how im going to fill 6+ hours lol, its a chill event so im not too worried, but its still 6 hours..
26.11.2025 14:10
π 5
π 0
π¬ 0
π 0
A github screenshot showing approval of my pull request to contribute a spatial displacement node with example useag to the main branch
my first code contribution to #TiXL, @newemka.bsky.social for guiding me through the implementation and PR process, it feels so good to contribute and be part of the team!
03.11.2025 11:50
π 5
π 1
π¬ 0
π 0
a dark grainy gothic looking scene, the view is just above a warped stairway with columns to the right and distorted fibrous surfaces to the left, the stairway leads to a dark opening in the fibrous structure
pixtur showed me how the SDF shader nodes work under the hood in C#, so thanks to him I was able to make my own custom SDF spatial distortion effect by sampling simplex noise with xyz offsets, the stairs in my scene look so much better now
#tixl
31.10.2025 00:07
π 4
π 0
π¬ 0
π 0
houdini tip:
Did you know you can set specific sops how they are displayed in the opengl viewport?
Or you can use the 'Visualize Properties' SOP and set it there, it will carry over in OBJ level
#houdini #tip
21.10.2025 09:23
π 3
π 0
π¬ 0
π 0
a vast scene of pillars enshrouded in fibrous abstract structures highly contrasted dark and grainy
a vast scene of pillars enshrouded in fibrous abstract structures highly contrasted dark and grainy
a vast scene of pillars enshrouded in fibrous abstract structures highly contrasted dark and grainy
its going to be a short music video, im almost done blocking out the cameras for the first pass
20.10.2025 21:23
π 1
π 0
π¬ 0
π 0
seamless looping little flame spritesheet I made in TiXL for my SDF scene
19.10.2025 11:56
π 3
π 0
π¬ 1
π 0
It's all raymarching SDFs (a lot of combined basic functions and some more heavy mixed fractal functions) in TiXL (it used to be called TOOLL3) but I am adding a lot of grain in post as well
18.10.2025 23:30
π 1
π 0
π¬ 0
π 0
thank you! Hoping to get some animation out of it at some point
18.10.2025 14:45
π 1
π 0
π¬ 1
π 0
a vast scene of pillars enshrouded in fibrous abstract structures highly contrasted dark and grainy
a vast scene of pillars enshrouded in fibrous abstract structures highly contrasted dark and grainy, the camera perspective is wide and looking down onto some distant ascending stairway occluded by the pillars
this scene made entierly out of (too many) signed distance field functions and rendered barely in real time with TiXL, I love exploring it.
18.10.2025 09:28
π 3
π 0
π¬ 1
π 0
The Triomphal Arch of Titus in Rome
By : Franz Von Lenbach (1836-1904)
German Painter
#art #painting #painters #BlueSkyArt
18.10.2025 07:19
π 3
π 1
π¬ 0
π 0