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sievaxx

@sievaxx.bsky.social

🏳️‍⚧️| 22 | they/them | i do things at @moonwiremedia

133 Followers  |  188 Following  |  63 Posts  |  Joined: 31.08.2023  |  2.2379

Latest posts by sievaxx.bsky.social on Bluesky

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made myself a motivational gif

30.09.2025 21:59 — 👍 8    🔁 6    💬 1    📌 0

this is like something that sony would do for their regular audio hardware. i wonder if they realised no one was gonna buy it as a regular sony branded product so they’re making it playstation

24.09.2025 21:37 — 👍 2    🔁 0    💬 0    📌 0

anyway who wants to see my awesome transgender hips and ass

24.09.2025 21:19 — 👍 2    🔁 0    💬 0    📌 0
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oh yeah i’ve been doing diy hrt injections for like. 2 months now too

24.09.2025 21:06 — 👍 3    🔁 0    💬 0    📌 0
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to be fair i should really wear more of my wardrobe besides like two outfits. whenever i go outside for something more then shopping i usually wear this which has the opposite problem as above, the hoodie is too large for me

24.09.2025 21:03 — 👍 3    🔁 0    💬 1    📌 0
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i bought this jacket last year that’s kinda too small but i think i should wear it more. just every time i see it on me i go “leon s kennedy” even though its the wrong kind and color

24.09.2025 20:58 — 👍 4    🔁 0    💬 3    📌 0
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discuss.

22.08.2025 14:02 — 👍 42    🔁 11    💬 11    📌 1

i have some ideas of things to do in the future there if i can
i dont think my sonas design would work well as a suit or partial or that i’d like any art style it could be irl, so im concocting an idea of making.. furry dr kel partial for my (current wip) kel jacket replica

09.08.2025 18:28 — 👍 3    🔁 0    💬 0    📌 0

went to mancfurs.. fricken sweet time…

09.08.2025 18:26 — 👍 4    🔁 0    💬 2    📌 0

not a real animation i was just seeing if i could make it work (it work)

06.08.2025 07:43 — 👍 1    🔁 0    💬 0    📌 0
Post image 06.08.2025 07:38 — 👍 0    🔁 0    💬 0    📌 0
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forcing godot to look a little like sfm cuz my tf2 shaders funny #godot #tf2

06.08.2025 07:38 — 👍 6    🔁 0    💬 2    📌 0
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call me a WM1A/Z walkman the way i

03.08.2025 19:33 — 👍 2    🔁 0    💬 0    📌 0

pretty nice yeah, although i don’t have to do anything specific to get most of these changes myself in godot, they kinda already happen in godots base scene shader that gdshaders run on top of

31.07.2025 14:20 — 👍 0    🔁 0    💬 0    📌 0

i think i'll have to write my own material class that combines the shader code together to make these shaders, instead of having an uber character shader with toggles. would help simplify the multiple passes that need to share the same data, and write descriptions for variables too

30.07.2025 20:37 — 👍 7    🔁 0    💬 0    📌 0
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30.07.2025 19:29 — 👍 5    🔁 1    💬 0    📌 0
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disabled the head cuz i left the eyerefracts shader in a fucked up state

30.07.2025 19:28 — 👍 0    🔁 0    💬 1    📌 0
Post image the rimlight is done in a second material pass, because the only way to get the "ambient colour" modified by godots global illumination i found was to stub out the `light` function in the mesh shader. I drive the alpha of the second pass with the fresnel term to control the rimlights visibility.

the rimlight is done in a second material pass, because the only way to get the "ambient colour" modified by godots global illumination i found was to stub out the `light` function in the mesh shader. I drive the alpha of the second pass with the fresnel term to control the rimlights visibility.

i've done everything i can to copy tf2's char shading logic. the rimlight was the only major roadblock i had to solve in a stupid way. i keep seeing bits in the test maps that shock me i got so close to the main vibe of tf2 even though its not. only thing left is recreating EyesRefract and GOD🤪

30.07.2025 18:53 — 👍 2    🔁 0    💬 1    📌 0

meant to say ALL colours, the regular lightwarp is already sorta warm to cool (light gray highlights, to red terminator, to purple shadows), but it obviously doesn't look warm to cool for every situation.
My above work only uses the albedo, so coloured lighting should still be coloured

30.07.2025 18:25 — 👍 3    🔁 0    💬 2    📌 0
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bonus effect from testing, just swapping out the lightwarp can make some really cool visuals (this is just 2 axis, so Barla06)

30.07.2025 18:18 — 👍 9    🔁 0    💬 1    📌 0

i feel like this is what valve wanted to do with tf2's aesthetic, making colours follow a "warm-to-cool" shading, but didn't over performance constraints. godot's base scene shader is like 20x as costly to tf2's character shader so i don't think that matters anymore

30.07.2025 18:18 — 👍 8    🔁 0    💬 2    📌 0
Text from image:
"""
Barla, 2006
• Barla has extended this technique by using a 2D texture lookup to
incorporate view-dependent and level-of-detail effects.

• Fresnel-like creates a hard “virtual backlight” which is essentially a
rim-lighting term, though this term is not designed to correspond to
any particular lighting environment.
"""

There are two 2D Lookup textures shown too, with the X axis corresponding to the "N.L" (dot product of the Normal and the Light vectors), and the Y axis corresponding to "|N.V|^r" (Dot product of the Normal and the View vectors, clamped to positive, and with an exponent for control)

Text from image: """ Barla, 2006 • Barla has extended this technique by using a 2D texture lookup to incorporate view-dependent and level-of-detail effects. • Fresnel-like creates a hard “virtual backlight” which is essentially a rim-lighting term, though this term is not designed to correspond to any particular lighting environment. """ There are two 2D Lookup textures shown too, with the X axis corresponding to the "N.L" (dot product of the Normal and the Light vectors), and the Y axis corresponding to "|N.V|^r" (Dot product of the Normal and the View vectors, clamped to positive, and with an exponent for control)

Text from image:
"""
7 Future Work
In future projects that call for illustrative rendering, we would like
to further extend the model described above. For example, we have
already experimented with extending our modification of the tradi-
tional Lambertian term to increase saturation of the particular hue
of the albedo texture. To do this, we compute the hue of the albedo
using shader operations and use the hue as the second coordinate
into a 2D map which is an extension to the 1D map shown in Fig-
ure 7, where hue varies along the new axis. In practice, even a
tightly optimized RGB-to-Hue conversion routine compiles to more
than twenty pixel shader cycles, and we weren’t willing to bear this
expense on Team Fortress 2 era hardware. In the future, we would
like to be able to include this kind of extension to our diffuse model.
"""

Text from image: """ 7 Future Work In future projects that call for illustrative rendering, we would like to further extend the model described above. For example, we have already experimented with extending our modification of the tradi- tional Lambertian term to increase saturation of the particular hue of the albedo texture. To do this, we compute the hue of the albedo using shader operations and use the hue as the second coordinate into a 2D map which is an extension to the 1D map shown in Fig- ure 7, where hue varies along the new axis. In practice, even a tightly optimized RGB-to-Hue conversion routine compiles to more than twenty pixel shader cycles, and we weren’t willing to bear this expense on Team Fortress 2 era hardware. In the future, we would like to be able to include this kind of extension to our diffuse model. """

a series of slices of a 3d texture, incorporating both of the previous images details. the X and Y axis mimicking whats described in Barla06, and the Z axis now using the hue to drive it. The slices along the Z axis contains the same lightwarp but with hue and saturation changes.

a series of slices of a 3d texture, incorporating both of the previous images details. the X and Y axis mimicking whats described in Barla06, and the Z axis now using the hue to drive it. The slices along the Z axis contains the same lightwarp but with hue and saturation changes.

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i've been up to some more tf2-style shader shenanigans
valves papers at the time mentioned using a view dependent term for the lightwarp texture too (Barla06), as well as hue-shifting the lightwarp based on the albedo. i made a 3d lightwarp texture that does both of these and holy moly #godot #tf2

30.07.2025 18:18 — 👍 78    🔁 21    💬 3    📌 0

>:(

25.07.2025 10:49 — 👍 3    🔁 0    💬 0    📌 0

i did my first hrt injection yesterday :D looking forward to my future just a lil now

16.07.2025 22:05 — 👍 8    🔁 0    💬 1    📌 0

haven’t really been able to work at all for the past 2-3 weeks. strong brain fog with no immediate reason. fuckin sucks i’m on like year 2 of waiting for an adhd assessment cuz maybe some meds would actually fuckin help

30.06.2025 06:35 — 👍 2    🔁 0    💬 1    📌 0

reskeet if you're a true thivf believer

29.06.2025 21:47 — 👍 3    🔁 0    💬 1    📌 0
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trying to call thief 4 "thi4f" could've been solved like this

29.06.2025 21:46 — 👍 5    🔁 3    💬 1    📌 0

btw this solution sucks. now i just do a "next pass" with a shader that has a light func that doesn't actually process the lighting so its JUST the ambient lighting that godot has, and in the fragment func im doing the fresnel on the alpha channel

26.06.2025 22:22 — 👍 2    🔁 0    💬 0    📌 0

sadly i can really only recommend looking into godots actual codebase to see how its meant to be designed, gdscript and the engine c++ are fairly similar in structure. i learnt what i consider the "intended" way of using godot by picking the source apart, but the official docs should be good too

20.06.2025 00:16 — 👍 1    🔁 0    💬 0    📌 0

unless you meant the tutorials in the docs, in which case it was probably the things that are just like that because its simpler

20.06.2025 00:12 — 👍 0    🔁 0    💬 0    📌 0

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