Lars Sørensen
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alareis.bsky.social
Lars Sørensen
@alareis.bsky.social
Principal CG & backend engineer. Schizo rant in human form.
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Scare your 3D artist friends with this
There's a blender addon called gret (github.com/greisane/gret), and it has a lot of great features. 5.0 broke some, and greisane's been inactive for a while.

So, I've made a fork that fixes some issues for Blender 5: gitlab.com/Rikketh/gret

LMK if something else's broken, or make PRs with fixes.
January 30, 2026 at 4:28 AM
MSAA is great, but edge extrapolation can get really ugly in VR, ironically by introducing aliasing.

Switching to centroid-sampled normal interpolator for areas with large enough error seems to be a good enough fix, though. Same works with texcoord1 & texcoord2, not affecting authored UVs visibly.
September 24, 2025 at 12:59 AM
The best way to implement fallback shaders in VRChat.

Since it's driven by a texture over texcoord0 one can swap it for solid pink to give someone a heart attack.
September 6, 2025 at 3:03 PM
New eye shader is done, finally. Audiolink wasn't planned, but it's kinda neat. Might be worth linking pupil dilation to chronotensity.

A really funny idea is to link veins intensity to SteamVR's session duration.

Music: paulwolinski.bandcamp.com/track/fracta...
August 15, 2025 at 2:56 PM
Unity fuckup of the night:

When generating tangent space in fragment shader, manually scale converted coordinates by unity_ObjectToWorld's lengths, as interpolators only scale once--through NDC stage. This also takes care of tangent view direction for parallax occlusion.
August 7, 2025 at 8:02 AM
Scare your 3D artist friends with this
July 27, 2025 at 1:12 AM
@hecka.space here's a functional solution I promised yesterday: youtu.be/haU0YtXSCic

Can't escape aim constraints, unfortunately, but it does the trick well, and allows you to adjust where the constraint flips.
Attaching props to limbs with independent rotation using custom Up vectors
YouTube video by Lars's Archive
youtu.be
July 27, 2025 at 1:07 AM