nemopy

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[–] nemopy@lemmy.zip 2 points 1 week ago (1 children)

Given that the blender studio uses mostly development versions, I believe there may be a connection with the 5.3 new Light accumulation node.
I saw Cartesian Caramel use it to make shadows that adjusted to a voronoi pattern

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submitted 1 week ago* (last edited 1 week ago) by nemopy@lemmy.zip to c/blender@lemmy.world
 

For one week, all things OVERGROWN, the new Blender full length open movie are free. The content gallery is now open to anyone curious about how this project is coming together.

Official post published on Aug 27th 2026.

 

In this devtalk thread, Blender dev pragma37 requests feedback from NPR artists about a new lights and lighting experimental feature (targeting 5.3).

The way to help is to download the experimental build mentioned in the thread and play with it, if you have your own style or a style pipeline at work, test it and provide feedback in the thread. What's missing, what would be improved and what blocks you from achieving your desired result.

More info in the devtalk thread link provided and its associated example blend file.

[–] nemopy@lemmy.zip 3 points 2 weeks ago* (last edited 2 weeks ago)

Exactly my thoughts.
I checked the spectral Cycles branch devtalk thread and it seems to be pretty much dead, and this patch looks like the final nail in the coffin.
I hope the work and effort of the community contributed in any way to this, I believe the branch ended in a point where there were too many issues too hard to deal with.

Some more good news is that according to someone who knows more than me presumably (u/Eary in the devtalk forum), I quote:

we can avoid the previous community branch attempt’s complication around E white point and D65 white point CAT adaptation, and we also make the architeture more physically meaningful in a way that the light spectrums can be real known ones with filter, instead of completely arbitrarily uplifted from RGB. [...] This is actually quite elegant

Though they also mention that this implementation has its drawbacks in some specific edge cases and assumptions taken (hardcoded stuff), which would need multiple presets to handle all of them.

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submitted 2 weeks ago* (last edited 2 weeks ago) by nemopy@lemmy.zip to c/blender@lemmy.world
 

The patch was accepted and merged to main as of today 2026/08/18

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submitted 2 weeks ago* (last edited 2 weeks ago) by nemopy@lemmy.zip to c/blender@lemmy.world
 

In the official devtalk forum, core developer Jeoren Bakker asked Android users to support Blender's Android port with a playstore app (no Fdroid that I found) named 'Vulkan Caps Viewer'.

I believe Lemmy to be specially of interest due to the possibly higher percentage of more niche phones.

How to:

  1. Install the app
  2. Check the top to find a green text 'Device already present in database'
  3. If it says so, there's nothing to be done, you can uninstall the app. No need for you to do steps 4, 5 nor 6
  4. Otherwise, I believe it is needed for you to upload the GPU compatibility with the top leftmost button (I did not have the option so I'm not sure) (also I see people also sharing a link to their specs, so not sure)
  5. Then, after that sign up / log in to the devtalk forum and publish a comment stating your phone brand and model, and if given, the link with the info
  6. Then you can uninstall the app

More info in the official link provided.

If I got any of the steps wrong, please do correct me.

 

More info about the original post in the Blender Studio Mastodon official account's provided link.

They say they will wait to polish the pipeline before they publish it as a free addon in the extensions platform, but the video looks promising.

[–] nemopy@lemmy.zip 35 points 1 month ago

This is peak humor

[–] nemopy@lemmy.zip 1 points 1 month ago (1 children)

The one related to the prev singer, Thomas?

 

Credit to ig:@gloryhammer__memes though I did not verify that they were the og creators of the meme.

[–] nemopy@lemmy.zip 4 points 1 month ago (3 children)

Mine is Keeper of the Celestial Flame

Not only the lore is great, but the intro is amazing

[–] nemopy@lemmy.zip 1 points 1 month ago

To add to this, IMO the focus in procedural generation in Cubyz brings in that the end game and engine is less focused on mimicking minecraft, so they'll add ideas that a base minecraft engine couldn't.
This also implies that if you've already played Minecraft, Cubyz will most likely be a newish experience.

You could say that mods can implement anything, but the base design influences how mods will be designed and what workarounds they'll have to take. If the design were perfect, no mod would ever take a single workaround.

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submitted 1 month ago* (last edited 1 month ago) by nemopy@lemmy.zip to c/Cubyz@lemmy.zip
 

Released on 2026 Jul 04

Highlights:

  • The Bag
  • The Mantle
  • New Music
  • New Decorative Blocks

Changelog categories:

  • Gameplay
  • Terrain
    • New biomes
    • Updated Biomes
  • Structures
  • Blocks and Items
  • UI/UX
  • Commands
  • Engine

Active contributors of +100 lines of code:
@careeoki for all the new blocks and textures and biomes and structures she added
@tillpp for taking on the monumental task of starting the ECS (Entity Component System)
@Argmaster for the jungle improvements and the new command argument parser
@Wunka for many small improvements throughout the codebase
@codemob-dev for finally fixing item drops the proper way by refactoring the physics system
@TyrrelMeter for tall mountains
@RanPix for starting work on animations and not giving up on particles
@AfmanS for updating and improving some of the dependencies
@DellieDelta for implementing tool-based drops and improving the sickle
@Crepestrom for not adding mahogany cheese
@ikabod-kee for organizing the music contributions

[–] nemopy@lemmy.zip 3 points 2 months ago* (last edited 2 months ago)

!usernamechecksout@lemmy.ml