Simon Moos
simonmoos.bsky.social
Simon Moos
@simonmoos.bsky.social
Graphics & engine programming at Hello Games on #NoMansSky. All views are my own.

http://simon-moos.com
https://twitter.com/SimonMoos
I've slowly been hacking away at my engine for years, and recently noticed I was at 2048 commits. Doesn't feel like that long ago I hit 1024, and not that much longer ago I made the first commit.. Making good progress though and still having fun!
July 20, 2025 at 10:56 PM
Here's a direct before/after bent normals comparison. It's a pretty subtle change, but I think it makes a really big difference when it comes to overall realism.
November 20, 2024 at 9:41 PM
And here with some varying lighting!

The head asset is the LPS Head from casual-effects.com/data/ by @morgan3d.bsky.social
November 20, 2024 at 9:38 PM
I recently implemented baking of & support for bent normals, which made a pretty nice difference for my subsurface scattering demo scene. These images are captured in real-time from my rendering engine github.com/Shimmen/Arko...
November 20, 2024 at 9:38 PM