Shahriar Shahrabi | شهریار شهرابی
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ircss.bsky.social
Shahriar Shahrabi | شهریار شهرابی
@ircss.bsky.social
Creative Lead in Realities IO, made Puzzling Places and Superflight

https://ircss.github.io/
if the asset is correctly authored for premul and all the shader code and mip generation correctly handle it, except some high frequency edge cases you shouldnt see artifacts for things like blending particles.
July 13, 2025 at 7:51 AM
depending on the problem, premult alpha could addresse some of the same problems. But in premult alpha the transparent pixels are black and any algo that samples neighbouring gets a dark halo. At the end flood fill, averaging or as some mentioned laplacian diffusion gets rid of the whole issue.
July 12, 2025 at 7:25 PM
I will have a look at that, thanks for the tip
June 1, 2025 at 11:33 AM
Depends on how much we get done until release and how much demand there is for various features. Since there are alot of unique setups on Steam, we would have prioritse based on demand
May 2, 2025 at 9:43 AM
Thank you for your time looking into this. I am aware you do your best within the budget and resources you have. My post is not directed towards an Epic employee, or any one personally, but Epic the company, and how it feels to have been using unreal engine for 6 years now 👍
April 11, 2025 at 12:14 PM
Hardly alone here, probably because mine times out forums.unrealengine.com/t/waiting-fo...

That to the side, a human first stance means (at least for me), not a "works on my machine". All these tiny things are solvable on my side, but hardly makes for a pleasing exprience of using the engine.
Waiting for 'git status' command to complete making for long compile times
hmmm…I’m getting some compile errors: 23>EXEC : error : C:\UnrealEngine\UnrealEngine\Engine\Saved\UnrealBuildTool\BuildConfiguration.xml(47): The 'https://www.unrealengine.com/BuildConfiguration:Prov...
forums.unrealengine.com
April 11, 2025 at 12:00 PM
I honestly feel like Epic is missing a "human first" advocate in their upper managment. Terrible UX stuff is left in production for year after year, while new shinny tech stuff are added.
April 11, 2025 at 10:06 AM
The build modifer is great, having it in geometry nodes gives me even finer control for look dev, so I tend to do the stuff there.
March 1, 2025 at 5:12 PM
For brush strokes, I wrote a little contorl geometry nodes that let me decide where to place them, the rest happens automatically. Useful
February 17, 2025 at 10:13 AM
Original Painting
February 17, 2025 at 10:13 AM
2D render from Blender
February 15, 2025 at 6:04 PM