Tomáš Weiss
tomasweisss.bsky.social
Tomáš Weiss
@tomasweisss.bsky.social
Rendering humans on phones
Graphics Programmer & 3D Lead at PromethistAI
23 | Czechia
Kinda shocked the stencil buffer wasn't supported until now.
November 15, 2025 at 7:21 PM
Valve consistently deliver extremely polished and high quality hardware and prove they know what customers are looking for. No wonder people are watching after the hits that were the Index and the Steam Deck.
November 14, 2025 at 8:16 AM
What is the bilinear interpolation interpolating, values precalculated in a texture?
November 6, 2025 at 7:28 AM
That's why I love the graphics community. So much of the know-how and skills people develop is shared for free.
October 23, 2025 at 12:36 PM
Shouldn't realistic local occlusion already be included in a light bake from the baking process? So this would introduce overdarkening
October 22, 2025 at 11:37 AM
So basically local variable scopes, but for nodes, sounds handy!
October 22, 2025 at 6:36 AM
That sounds cool but also very expensive, no?
October 16, 2025 at 4:06 PM
If a large percentage of Honda drivers are seen not using turn signals because the lever is too far to comfortably reach, Honda should look into addressing it.
September 16, 2025 at 3:35 PM
The official terminology from Xbox is Left Bumper (LB) and Left Trigger (LT), so why not scrap that and call the trigger LB to confuse your enemies.
September 8, 2025 at 5:23 PM
Is there hair rendering discourse?? Can you let me in on what's up, I'm gonna be working on improving hair but also I want the tea.
August 22, 2025 at 11:17 AM
Are you planning an update for Switch 2? I bought the game but it's very low res and could overall benefit from the extra power to look much cleaner.
August 13, 2025 at 9:49 PM
The video is marked as being for children which decreases visibility on YouTube massively and disables saving it into a playlist. Could you change that?
July 28, 2025 at 6:28 AM
Yeah okay! That does fit the use case I think, even if a bit extreme here.
July 27, 2025 at 4:23 PM
If the blurring is based on the accumulated fog, it should be variable based on the variable density, no? It's admittedly hard to tell how variable it is from the compressed video 😅.
July 27, 2025 at 3:43 PM
It looks really good! The only component that compares unfavorably is the uniformity. I feel like the real images have variable density fog whereas this looks uniform. Is that a technical limitation of your solution or artistic intent?
July 27, 2025 at 3:28 PM
I definitely think so!

Your main competitor would probably be
assetstore.unity.com/packages/vfx...
Which is not Volumetric. So being a step above in quality for not too much extra performance and still being easy to set up and tweak would make it worth buying imo.
Better Fog: Height Fog, Light Scattering & More | VFX Shaders | Unity Asset Store
Add depth to your next project with Better Fog: Height Fog, Light Scattering & More from INab Studio. Find this & more VFX Shaders on the Unity Asset Store.
assetstore.unity.com
July 25, 2025 at 6:49 AM
That would be very useful! This looks gorgeous.

It's not too complicated to make a basic version yourself, but it's harder to find resources on good ways to do things.
July 25, 2025 at 6:42 AM
Clouds or water!
July 4, 2025 at 11:36 AM
I agree and prefer their approach, but I also think they should offer some modular systems themselves. Be it dynamic GI, hair rendering, etc. It is then up to us if we use it or uninstall the package and use some community solution.
June 25, 2025 at 4:41 PM
For me, even having a window into the game where the 3D effect is made by deforming the image according to the depth buffer could be cool. And that would work pretty much universally.
June 15, 2025 at 1:26 PM