ufffd.com
@ufffd.com
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http://ufffd.com � ᴷ͜ʸ͈ˡ̱ᵉ̮ ̮ᴳ̢ʳ͎ᵒ̱ᵛ̟ᵉ͜ʳ̣
open source gui i just made for volco, a library for simulating 3d prints in voxel space from gcode

github.com/kylegrover/v...
November 17, 2025 at 7:38 PM
some recent generative 3d print experiments coded in javascript on my (free!) website js2g.com
November 15, 2025 at 7:54 PM
coming pretty dang soon i think
June 11, 2025 at 4:01 PM
where are the 3d print nerds on here, is there a good list or sumn? here’s what i’ve been working on. also looking for the circus freaks
May 7, 2025 at 4:55 PM
crackin up at the accidental gabber kick every time this guy pulls out a chart
February 9, 2025 at 8:48 PM
i love cubemaps. they’re so good for making graphics shiny on a budget. anybody got some good cubemap resources or tools? i’ll also link some here as i find them
January 29, 2025 at 5:50 PM
when i say i want avocado i mean this much
January 26, 2025 at 1:02 AM
these are the high level discussions yall are missing out on btw
November 28, 2024 at 11:21 PM
happy yallidays
November 28, 2024 at 7:05 PM
Show me a picture on your phone that has your energy that isn't a selfie.
November 26, 2024 at 8:04 PM
fluid pong with audio reactivity and midi control, built with glsl shaders and js in Synesthesia
November 26, 2024 at 7:47 PM
i <3 dot(sin(p),(cos(p.zyx))
November 23, 2024 at 11:00 PM
learning how to make the most of this glsl to ai workflow
... and how to upload quality videos here. this is take 2 of this post, should look nicer 🤞
November 19, 2024 at 5:58 AM
here's the map function defining the 3d shape, the x and z are just using sin+cos to make circular paths, and then more sine waves for the y and size, all smooth min'd together
November 18, 2024 at 2:23 AM
okay only one webm per post, i'm slowly learning. this is the depth map, output directly from the glsl shader as an extra buffer and sent to the depth controlnet. the squiggly lines were added after the raymarch so they don't show up here. they could be added in though
November 18, 2024 at 2:18 AM
okay webm it is until somebody tells me that doesn't work for some reason. here's the depth map and raw shader I used as input. the raw shader is used ~15% influence and the depth map has ~30% influence for the first ~30% of the diffusion.
November 18, 2024 at 2:14 AM
...no gifs here? let's try a webm
November 17, 2024 at 11:54 PM
GLSL-to-AI using @patriciogv.bsky.social's ComfyUI GLSL editor node. I render a very basic version and a depth map and send those into AnimateDiffusion, then RIFE it up from 30fps to 60
November 17, 2024 at 11:53 PM