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 π 3 π 0 π¬ 0 π 0@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/
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 π 3 π 0 π¬ 0 π 0Nvidia 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.
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 π 10 π 1 π¬ 0 π 0The 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 π 100 π 29 π¬ 4 π 1Does 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 πποΈ
And the real time preview is also discounted 50% β€οΈ
assetstore.unity.com/packages/too...
Bakery is on the Black Friday sale! ππ
assetstore.unity.com/packages/too...
#gamedev
Mirror inside a mirror behind a glass reflecting a stained glass (photo)
12.11.2025 16:14 β π 10 π 1 π¬ 0 π 0Nice!
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...
Totally normal skinning
07.10.2025 11:54 β π 108 π 18 π¬ 3 π 1RTPreview was also updated for compatibility:
assetstore.unity.com/packages/too...
Full changelog: docs.google.com/document/d/1...
04.10.2025 12:38 β π 3 π 0 π¬ 1 π 0Bakery 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.
π₯¨
#gamedev #raytracing #lightmaps
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 π 50 π 13 π¬ 2 π 0Github access is here if you have the Store one: geom.io/bakery/wiki/...
28.09.2025 10:18 β π 4 π 0 π¬ 0 π 0So, Iβm 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 whatβs gonna land on the store), just to make sure nothing suddenly broke, that would help a lot! π
Another stunner.
"Video Game Blurs (and how the best one works)"
blog.frost.kiwi/dual-kawase/
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 π 5 π 0 π¬ 0 π 0Important 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
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 π
(video from RTPreview for fanciness, but it looks the same when baked)
#gamedev
Oh boy, got the textures hooked up
08.09.2025 16:16 β π 23 π 2 π¬ 0 π 1(excuse the noise)
07.09.2025 22:51 β π 12 π 0 π¬ 1 π 0Hacking around some translucent colored shadows for Bakery & RTPreview...
07.09.2025 22:12 β π 33 π 2 π¬ 1 π 0Slides from my SIGGRAPH 2025 and CEDEC 2025 talks βFast as Hell: idTech 8 Global Illuminationβ, 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 π 99 π 26 π¬ 1 π 0Yeah... mostly to prevent any floating issues when re-transforming vertices.
A validation script should probably check for renderer.bounds.center?
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.
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.
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 π 101 π 24 π¬ 1 π 0Great 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 π 107 π 33 π¬ 1 π 3Bakery is on sale again?? A summer sale they say?
β¨π₯¨May I interest you in some fresh warm baked global illumination?π₯¨π
assetstore.unity.com/packages/too...
#gamedev