Dieter
dieter-debaets.bsky.social
Dieter
@dieter-debaets.bsky.social
Senior Rendering Engineer WetaFx
Prev Unity, Graphine, Buas
lol I never saw that repo but seems somebody reversed engineered our file format :)
Not sure if there is anything tech in-depth remaining after the unity acquisition (and the codecs were hardly publicly documented anyway).
your paper actually references some of the founders ([HPLV12])
October 15, 2025 at 12:26 PM
nice results! This is almost identical on how we used to do virtual texturing with GraniteSDK. Except it was a CPU-based custom codec (JPEG inspired with DCT/huffman/arithmetic/...) transcoding into DXT.
October 15, 2025 at 9:07 AM
If you do it reversed (Belgium and NZ), these couple of weeks are actually the ones where you might be 'done for the day' before midnight :)
October 13, 2025 at 12:25 PM
half of the vfx and/or comp artists out there 😆
a close up of a stuffed monkey wearing a green shirt and overalls making a funny face .
ALT: a close up of a stuffed monkey wearing a green shirt and overalls making a funny face .
media.tenor.com
January 14, 2025 at 9:16 AM
"objects that look the same"
These few words are carrying a lot of weight here :P this is either a 200 lines python script or a 2.5million LoC code base
December 11, 2024 at 7:00 AM
my response to this either makes me a noob or a senior dev 😁🤷‍♂️
December 10, 2024 at 1:19 PM
Me and my 700 chrome tabs agree that tabs are very useful 🙂 I just assumed people had multiple instances of the same program 🤷‍♂️ maybe so one of them can crash without taking out the other tabs or maybe it is just a vfx thing where single ops like simulation/rendering/loading/… can take minutes 😁
December 6, 2024 at 4:19 PM
As cool as it looks, the main thought in my mind was ‘why’? Like, would you actually expect people to craft multiple meshes simultaneous in different tabs? Is this a real thing (and am I simply too far removed from typical day-2-day art workflows to see the practical value)?
December 6, 2024 at 4:06 PM
depends on how you implement it? I use a DXC include handler in my home rendertoy to get includes and those get injected into my “asset dependency graph manager” (that is updated by change journals and/or importers etc). Works fine (though current impl might not scale to real production complexity)
November 17, 2024 at 9:04 AM
You can use a custom include handler in DXC that collects the files that are included. After that it is fairly simple to build a full dependency chain (just some hashmaps often work fine since the number of shader files tends to be rather low)
November 16, 2024 at 8:39 PM
It depends but often done in post I would say. Having a deep rendering/compositing pipeline, you can get insanely HQ DoF and so it give a lot of flexibility
November 13, 2024 at 6:43 AM
I managed to arrive a day early on my interview for my very first job :) don't let it get to your head because at the end of the day, it is all about what you bring to the table
October 21, 2024 at 8:56 AM