this rendering setup works by storing tangent/normal information on a point cloud and rendering virtual quad with self-occlusion using raymarching. this enables subsurface scattering, something that is typically not possible with geometry card based techniques.
Been a busy month so I (almost) forgot to announce some exciting news!!!
@ashlee3dee.bsky.social joined our team last month as (formally) an environment artist, and more generally tech artist extraordinaire!
She cooked this up in her first week and I had to share it for #screenshotsaturday
kitter :3
i think about you while the water boils
playing with the new cloth solver in blender 5.2 alpha