Torvid
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Torvid
@torvid.net
18+ NSFW
I post gamedev things and furry porn. Paws, Maws, Smothering.
Follow at your own risk.
The numbers don’t lie
(worst case, GPU only)
December 2, 2025 at 5:10 PM
be not afraid
October 27, 2025 at 11:53 PM
@spag.bsky.social
doing things on the simulation vrchat.com/home/world/w...
October 11, 2025 at 11:13 PM
@spag.bsky.social doing things on the simulation vrchat.com/home/world/w...
October 11, 2025 at 1:40 AM
*raymarch result is precomputed and saved to a 256x256 lookup texture. So at runtime it can just grab the right value directly for any ray. Haven't profiled it yet but it should be fast? probably??
September 21, 2025 at 1:53 AM
feels pretty illegal for this to not be raymarching*.
September 21, 2025 at 1:43 AM
EF? EF EF EF
September 7, 2025 at 8:53 PM
I'm taking a break to focus on a different project, so I made a public version of this in its current state! Check it out here:
vrchat.com/home/world/w...

Vague goal is to make it into a prefab you can put into your world, like a terrarium or something x>
August 25, 2025 at 8:01 PM
sound too
August 17, 2025 at 1:40 AM
yes :>
It's fun to see how it forms deltas and carves channels
August 17, 2025 at 1:31 AM
It's pretty fun to play with, trying to stop the water from escaping
August 16, 2025 at 9:48 PM
I've been working on a small VRC project I now tentatively call 'To Dust'
I don't have a habit of documenting my projects, but people seem really excited about this one. so have some WIPs x>
August 16, 2025 at 9:43 PM
Some crazy scribbles from when were figuring out what to change in tools between Umbra and Somna x)

Even had to bring out physical paper to figure out a messy texture remapping issue that ended up haunting us all the way until release.

(If you saw wrong textures in Event Stage world, this is why.)
June 12, 2025 at 3:47 PM
In DMX there's two parameters, "Circular ripples" and "Radial ripples". Higher value = higher frequency. I wanted to try to recreate what happens when you put a speaker underwater

There's also video inputs on the screenmap that can be used to manually insert whatever shape AV want into the ripples.
June 11, 2025 at 9:40 PM
The foam is made with vertex offset, transparency and a tiling texture. A hard cut to fully transparent around the edge really sells the way "foamy" look.

A mip of the video is also used to add light to the foam and water.
June 11, 2025 at 7:34 PM
The light-up dance floor underneath uses raymarching/parallax mapping.

Each march step increases the mip level, the mips are pre-blurred (thanks Ivaj! <3), each step also uses a ddx/ddy hack to add extra blur, and a grunge texture offsets the mips further for a grunge/wear effect.
June 11, 2025 at 7:31 PM
We didn't want to pay the cost of a grab pass, so the water does no refraction, the dance floor under is distorted instead.

"fake" refraction, dunno if anyone noticed haha
June 11, 2025 at 7:29 PM
The water ripples are a CRT that follows you around so it works in the chill area too. The sim itself is wave equation. Height in R, Velocity in G.

10 ish closest players are drawn to the CRT as dots, so no expensive camera is needed.
June 11, 2025 at 7:28 PM
Unsolicited Somna dance floor shader deep dive??? 🧵

On Umbra I was too busy with the other worlds to do much club stuff. This time I got my talons on some bits and pieces here and there :>

Video and DMX affect ripples, which the AV used in sooo many creative ways, I was stoked to see it all! <3
June 11, 2025 at 7:26 PM
paws, maybe wrong format >v>
November 28, 2024 at 7:15 PM
It's from a cartoon I watched as a kid, thinking these scenes from it may have had a lot of subtle influence on me x'D
October 26, 2024 at 5:38 PM
Regarding FA
October 26, 2024 at 2:17 PM
October 17, 2024 at 11:14 PM