Mr F's Avatar

Mr F

@guycalledfrank.bsky.social

Graphics programmer, indie game developer. Developed Bakery (a GPU lightmapper) and some other tools. Ex-PlayCanvas engine dev. Working on Faded: https://linktr.ee/fadedthegame Other stuff: https://ndotl.wordpress.com/cv/

1,257 Followers  |  102 Following  |  126 Posts  |  Joined: 16.08.2023  |  2.2437

Latest posts by guycalledfrank.bsky.social on Bluesky

I couldn't find any notice of optix6 being officially deprecated so I HOPE it's a temporary bug.

07.12.2025 05:05 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Nvidia driver 591.44 breaks OptiX6 support and therefore Bakery. If you get "failed to load optix library", please use any older driver.
In the meantime I'm waiting for a response from nvidia and working on a patch myself.

07.12.2025 05:04 β€” πŸ‘ 19    πŸ” 7    πŸ’¬ 1    πŸ“Œ 0

you can also use morton order as your 'hash' function to increase cache coherence even more. we used this all over dreams. admittedly not in an ao caching context, but one where build rates were lower. but, still worth a read in case it sparks any ideas in your head. its one of my faves ever

24.11.2025 08:37 β€” πŸ‘ 10    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

The post on using spatial hashing with raytraced ambient occlusion attracted quite a bit of interest so I expanded it into a blog post to discuss how it works behind the scenes to both reduce the noise and its cost. interplayoflight.wordpress.com/2025/11/23/s...

23.11.2025 21:05 β€” πŸ‘ 100    πŸ” 29    πŸ’¬ 4    πŸ“Œ 1

Does anyone know (or happen to be) a person with a reasonable (D)SLR in Riga (Latvia)?
I would love (and can pay for) a little texture photoshoot of a few buildings πŸ™πŸ™οΈ

22.11.2025 14:17 β€” πŸ‘ 2    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
Preview
Bakery Real-Time Preview | Level Design | Unity Asset Store Get the Bakery Real-Time Preview package from Mr F and speed up your game development process. Find this & other Level Design options on the Unity Asset Store.

And the real time preview is also discounted 50% ❀️

assetstore.unity.com/packages/too...

19.11.2025 22:11 β€” πŸ‘ 5    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
Post image

Bakery is on the Black Friday sale! πŸ‘€πŸ‘€

assetstore.unity.com/packages/too...

#gamedev

19.11.2025 21:37 β€” πŸ‘ 21    πŸ” 10    πŸ’¬ 1    πŸ“Œ 0
Post image Post image

Mirror inside a mirror behind a glass reflecting a stained glass (photo)

12.11.2025 16:14 β€” πŸ‘ 10    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

Nice!
How are the blobs applied though? Are they computed inside the receiver's pixel shader? In a loop? Or multipass with blend? Or deferred? Or...

07.10.2025 19:42 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Video thumbnail

Totally normal skinning

07.10.2025 11:54 β€” πŸ‘ 108    πŸ” 18    πŸ’¬ 3    πŸ“Œ 1
Post image

RTPreview was also updated for compatibility:

assetstore.unity.com/packages/too...

04.10.2025 12:39 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Preview
Bakery - GPU Lightmapper (changelog) Bakery - GPU Lightmapper Changelog v1.1 - Added support for custom shaders (Meta Pass). Includes any procedural albedo and emission. Opacity maps are still taken by name. - Added HDRP and LWRP suppor...

Full changelog: docs.google.com/document/d/1...

04.10.2025 12:38 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Post image

Bakery v1.97 is live on the Asset Store!
assetstore.unity.com/packages/too...

Better performance, colored transparencies, better light probes, presets, rotatable volumes and lots of other things.

πŸ₯¨

#gamedev #raytracing #lightmaps

04.10.2025 12:38 β€” πŸ‘ 51    πŸ” 11    πŸ’¬ 1    πŸ“Œ 1
Preview
The performance impact of vertex shader exports Following up on the previous post on GPU utilization and performance, and to provide a practical example, I expanded a bit on a topic discussed in brief: vertex shader exports and their impact on p…

Continuing on the topic of GPU utilisation and performance, as a practical example, I looked a bit deeper into the impact of vertex shader exports on the cost of a drawcall and wrote another blog post with some observations interplayoflight.wordpress.com/2025/09/21/t...

21.09.2025 20:05 β€” πŸ‘ 50    πŸ” 13    πŸ’¬ 2    πŸ“Œ 0
Github access - Bakery GPU Lightmapper: Wiki

Github access is here if you have the Store one: geom.io/bakery/wiki/...

28.09.2025 10:18 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Preview
Bakery - GPU Lightmapper (changelog) Bakery - GPU Lightmapper Changelog v1.1 - Added support for custom shaders (Meta Pass). Includes any procedural albedo and emission. Opacity maps are still taken by name. - Added HDRP and LWRP suppor...

So, I’m preparing the new Asset Store version (v1.97) for Bakery. Current changelog is here: docs.google.com/document/d/1...

If you can test the latest github version (which is basically what’s gonna land on the store), just to make sure nothing suddenly broke, that would help a lot! πŸ™‚

28.09.2025 10:18 β€” πŸ‘ 9    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Preview
Video Game Blurs (and how the best one works) How to build realtime blurs on the GPU and how the best blur algorithm works - "Dual Kawase"

Another stunner.

"Video Game Blurs (and how the best one works)"
blog.frost.kiwi/dual-kawase/

27.09.2025 01:28 β€” πŸ‘ 44    πŸ” 8    πŸ’¬ 0    πŸ“Œ 0

Additional important note: Light Filter meshes still receive diffuse lighting as any other lightmapped objects. Not visible on my video because I'm using a simple multiply-blend shader, but you can sample lightmaps on them (make a dusty stained glass?)

11.09.2025 20:51 β€” πŸ‘ 5    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Important notes:
- It tints all direct/indirect rays, but doesn't scatter them. For that try Bakery's SSS feature instead.
- Works with all directional modes, light types, GI, probes, volumes.
- In Shadowmask mode, as masks are assumed grayscale, only R channel is used

11.09.2025 19:32 β€” πŸ‘ 11    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0

So it works now!
If you have Bakery, can you try getting the latest github patch and using it?
Add "Bakery Light Filter" component to an object to make it act like stained glass πŸ˜‹
(video from RTPreview for fanciness, but it looks the same when baked)
#gamedev

11.09.2025 19:31 β€” πŸ‘ 281    πŸ” 67    πŸ’¬ 5    πŸ“Œ 1
Post image

Oh boy, got the textures hooked up

08.09.2025 16:16 β€” πŸ‘ 23    πŸ” 2    πŸ’¬ 0    πŸ“Œ 1
Post image

(excuse the noise)

07.09.2025 22:51 β€” πŸ‘ 12    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Post image

Hacking around some translucent colored shadows for Bakery & RTPreview...

07.09.2025 22:12 β€” πŸ‘ 33    πŸ” 2    πŸ’¬ 1    πŸ“Œ 0

Slides from my SIGGRAPH 2025 and CEDEC 2025 talks β€œFast as Hell: idTech 8 Global Illumination”, are now publicly available through the Advances in Real-Time Rendering in Games course. Lecture recordings will be available soon on the course's YouTube channel.

26.08.2025 12:52 β€” πŸ‘ 99    πŸ” 26    πŸ’¬ 1    πŸ“Œ 0

Yeah... mostly to prevent any floating issues when re-transforming vertices.

A validation script should probably check for renderer.bounds.center?

02.09.2025 07:05 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Post image

Hi, thanks! :)
All your shaders need to do is here: geom.io/bakery/wiki/...

... I didn't mention ZWrite Off, as it's "obvious", but yeah... good point - will add it to the docs now.

02.09.2025 07:02 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Post image

wave_tracer 0.1 released
wavetracer.dev

wave_tracer combines path tracing and wave optics in a novel way, for practical general-purpose wave simulations across a variety of EM modalities and applications.

30.08.2025 15:23 β€” πŸ‘ 88    πŸ” 21    πŸ’¬ 1    πŸ“Œ 1
Preview
GPU utilisation and performance improvements Drill deep into a GPU’s architecture and at its heart you will find a large number of SIMD units whose purpose is to read data, perform some vector or scalar ALU (VALU or SALU) operation on i…

New blog post discussing a few approaches to bottleneck reduction and GPU utilisation and performance increase interplayoflight.wordpress.com/2025/08/29/g...

29.08.2025 19:52 β€” πŸ‘ 101    πŸ” 24    πŸ’¬ 1    πŸ“Œ 0

Great Siggraph 2025 presentation of Gran Turismo's tonemapping pipeline, which also includes a fantastic introduction to light perception and tonemapping, its origins and how it evolved over the years with display technology, recommended read: blog.selfshadow.com/publications...

14.08.2025 20:35 β€” πŸ‘ 107    πŸ” 33    πŸ’¬ 1    πŸ“Œ 3
Post image

Bakery is on sale again?? A summer sale they say?

✨πŸ₯¨May I interest you in some fresh warm baked global illumination?πŸ₯¨πŸ’–

assetstore.unity.com/packages/too...

#gamedev

12.08.2025 18:40 β€” πŸ‘ 40    πŸ” 15    πŸ’¬ 0    πŸ“Œ 2

@guycalledfrank is following 20 prominent accounts