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Max

@maxvanleeuwen.com

Digital Designer AE Plugin: Pixel Repeat maxvanleeuwen.com/ae-pixelrepeat

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07.11.2024
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Latest posts by Max @maxvanleeuwen.com

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made a cute convolution kernel explainer infographic
for maxvanleeuwen.com/unblur

#convolution #imageprocessing

26.02.2026 20:06 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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I un-blurred this video

This works on digital blurs, too. Some blur types are more 'safe' than others

Read more about the process of deconvolution here: maxvanleeuwen.com/unblur

26.02.2026 16:11 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Don't blur sensitive information.

Certain blur types can be un-blurred, I wrote about how this works here: maxvanleeuwen.com/unblur

#imageprocessing

25.02.2026 17:29 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
attempting to unblur Captain Disillusion's image

attempting to unblur Captain Disillusion's image

This was the furthest I got!

Not sure if just ringing artifacts, or perhaps a Captain coming out of an egg? 🐣

16.02.2026 18:51 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Hi @captaindisillusion.bsky.social!

Would you be up for sharing another image, using AE Camera Lens Blur instead? I'd love to give that a shot! :)

(AE Fast Box Blur defaults to 3 iterations, which dampens high frequencies more strongly)

Here's my deconvolve attempt, still needs some imagination..

13.02.2026 15:48 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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I published Bitmoji Crowds to the Asset Library!
πŸ§πŸ§β€β™€οΈπŸ§β€β™‚οΈπŸ§πŸ§β€β™€οΈ

(it's a handy shader that makes audiences for your games)

easy to use and super performance-friendly, also works on Spectacles!

#LensStudio #AugmentedReality #shaders #Spectacles #AR #gamedev

22.01.2026 23:03 πŸ‘ 5 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0
// x^6 in 3 different ways (GLSL)

// 1. pow: slowest (3 slow operations)
float a = pow(x, 6.); // under the hood this uses pow(x, y) = 2^{y*log2(x)}

// 2. naive: slightly faster (5 fast operations) (often auto-optimized by compiler into option 3)
float a = x * x * x * x * x * x;

// 3. binary exponentiation: fastest (3 fast operations)
float x2 = x * x; // 1 operation
float a = x2 * x2 * x2; // +2 operations

// x^6 in 3 different ways (GLSL) // 1. pow: slowest (3 slow operations) float a = pow(x, 6.); // under the hood this uses pow(x, y) = 2^{y*log2(x)} // 2. naive: slightly faster (5 fast operations) (often auto-optimized by compiler into option 3) float a = x * x * x * x * x * x; // 3. binary exponentiation: fastest (3 fast operations) float x2 = x * x; // 1 operation float a = x2 * x2 * x2; // +2 operations

shader trickery:

in some cases, pow() can be optimized using binary exponentiation!

modern compilers sometimes do this for you, but it's a good habit to have

#shaders #maths #programming #gamedev

30.12.2025 14:25 πŸ‘ 4 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0
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I did a very fun collab with the #Spectacles: Multiplayer racing with physical steering wheels 🏎️

Snap built the installation, and I teamed up with the great Nina Lijzenga to develop the game

It was shown at Lens Fest & AWE!

More info: maxvanleeuwen.com/project/spec...
#AR #AugmentedReality

18.12.2025 15:56 πŸ‘ 1 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0
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November 6, I'll be hosting a talk at nextReality festival in Hamburg!

Come join me - I'll go over everything the Spectacles (AR glasses) can do and more, showing fun projects and weird experiments!

nextrealityfestival.com/en/our-speak...

@nextrealityhamburg.bsky.social #augmentedreality #AR

14.10.2025 19:24 πŸ‘ 1 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0

WIP sundial in AR! πŸ•°οΈπŸŒž

using the sun's real-time position + my self-shadowing renderer (LUX)

the dial is rotated based on latitude. then its shadow reads solar time!

sundial from muzea.malopolska.pl/en/objects-l...

#gamedev #AugmentedReality #shaders

06.08.2025 11:27 πŸ‘ 17 πŸ” 5 πŸ’¬ 0 πŸ“Œ 0
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Using the sun's real-time location in AR, for more realistic shadows!

My Lens Studio code uses GPS + time of day to track the sun and moon in the sky πŸŒžπŸŒ™

Asset Library & GitHub: github.com/max-van-leeu...

Lens: www.snapchat.com/lens/1b41e32...

#augmentedreality #gamedev

04.08.2025 10:17 πŸ‘ 10 πŸ” 6 πŸ’¬ 0 πŸ“Œ 1

updated my Nuke tools for Nuke 16 / PySide 6 compatibility!

will update on Nukepedia soon, in the meantime find them at maxvanleeuwen.com/downloads and github :)

#nuke #vfx #compositing #foundry

03.08.2025 22:52 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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I added highscores to AR Flower Drawing!

The length is now added to a global leaderboard. Let's see how long they can get 🌷🌺πŸͺ»

If you have Spectacles, go try and break my humble record of 20.77m / 68'2''!

#augmentedreality #snapAR #gamedev #lensstudio

30.07.2025 10:43 πŸ‘ 8 πŸ” 4 πŸ’¬ 1 πŸ“Œ 0
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Sprite Crop: a simple & useful Lens Studio shader!

(I posted it to the Asset Library just now :)

crop a texture and automatically resize to fill. great for UI elements & sprite sheets

Texture credit: assetstore.unity.com/packages/2d/...

#AugmentedReality #gamedev #SnapAR #lensstudio

23.07.2025 12:12 πŸ‘ 12 πŸ” 6 πŸ’¬ 0 πŸ“Œ 0
The vibrancy node in Lens Studio's shader graph

The vibrancy node in Lens Studio's shader graph

2. Vibrancy

A saturation boost where saturation is lowest. With option to preserve skin tones.

#vibrance #saturation

13.06.2025 16:42 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
A Cubic Bezier curve

A Cubic Bezier curve

I'm sharing 2 new Lens Studio subgraphs!

1. Cubic Bezier (CSS-style)

Create a custom falloff using 4 values, like in CSS: cubic-bezier.com#.19,.67,.83,...

Download: github.com/max-van-leeu...

#shaders #lensstudio #ar #gamedev

13.06.2025 16:42 πŸ‘ 4 πŸ” 2 πŸ’¬ 1 πŸ“Œ 0
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had an idea for a new emoji so I officially proposed it to @unicode.org

my proposal & more info: maxvanleeuwen.com/emoji

if you have ideas too: proposal form is open till end of July! unicode.org/emoji/proposals.html

I'll hear back from them in November 🀞

29.05.2025 12:03 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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AE Pixel Repeat 1.1 is out!
It's on discount this week @aescripts.com :)

Transparency now works in Visualizations, and I fixed a couple small issues.

Download: aescripts.com/pixel-repeat/

05.05.2025 18:09 πŸ‘ 2 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0

AoM water shader in Lens Studio, explained:

the water uses repeating sprite sheet animations for bump (normals) and highlights (emission) in a simple PBR setup

the waves are on separate planes w/ 2 static textures (cross-fading and animated stretch)

🌊 super simple, but effective 🌊

#gamedev #xr

04.03.2025 20:16 πŸ‘ 15 πŸ” 4 πŸ’¬ 1 πŸ“Œ 0
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Age of Mythology in AR!
> Experiment/Fan art (not affiliated)

I wanted to see what AoM & Age of Empires would look like in Augmented Reality :)

Captured in real-time on the Spectacles!
#xr #gamedev #augmentedreality #ageofmythology #ageofempires

04.03.2025 11:10 πŸ‘ 29 πŸ” 8 πŸ’¬ 2 πŸ“Œ 2

Go check out my AE plugin Pixel Repeat!

aescripts.com/pixel-repeat
#aftereffects #glitch

25.02.2025 19:03 πŸ‘ 5 πŸ” 1 πŸ’¬ 1 πŸ“Œ 0

@aescripts.bsky.social

24.02.2025 21:00 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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My first ever After Effects plugin is live!

Pixel Repeat is perfect for glitch art, looping patterns and stylized distortions.

Go check it out! aescripts.com/pixel-repeat

#aftereffects #glitchart

24.02.2025 20:53 πŸ‘ 14 πŸ” 3 πŸ’¬ 2 πŸ“Œ 1

#augmentedreality #immersivetech #gamedev

21.02.2025 14:21 πŸ‘ 3 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0

#augmentedreality #immersivetech #gamedev

21.02.2025 14:21 πŸ‘ 3 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0

#augmentedreality #immersivetech #gamedev

21.02.2025 14:21 πŸ‘ 3 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0

#augmentedreality #immersivetech #gamedev

21.02.2025 14:21 πŸ‘ 2 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0

#augmentedreality #immersivetech #gamedev

21.02.2025 14:20 πŸ‘ 2 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0

#augmentedreality #immersivetech #gamedev

21.02.2025 14:20 πŸ‘ 4 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0

#augmentedreality #immersivetech #gamedev

21.02.2025 14:20 πŸ‘ 5 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0