practice update


If you’re a developer of 3D games, then you’ve probably come across the terms forward rendering and deferred rendering in your research of modern graphics engines. And, often, you’ll have to choose one to use in your game. But what are they, how do they differ, and which one should you pick?

The difference between forward rendering and deferred renderingDeferred Rendering for many lights (Image courtesy of Hannes Nevalainen)

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If Windows Ink is disabled

  1. Create a file that contains instructions to revert to the WinTab functionality
  2. Create a text file in a text editor such as Notepad type in the following lines:
    # Use WinTab
    UseSystemStylus 0
  3. Save the file as a plain text file named PSUserConfig.txt
  4. Put (copy) the file into the Photoshop settings folder: C:\Users\[User Name]\AppData\Roaming\Adobe\Adobe Photoshop CC 2018\Adobe Photoshop CC 2018 Settings\
  5. Restart Photoshop and check the pen pressure and overall performance.


All credit goes to Emory in discord.

Emory: I came up with something real fast that I was told might do well in this channel, so I’ll post that now
Emory: Start off with these nodes. The mode for Slope Blur should be Blur or Max with a value below 1
 Emory: Step 2: Do some blending before going into an edge detect to get thinner lines and then blur those out
 Emory: Step 3: The lines we got before are pretty uniformly black, so we need to add in some variation.
Emory: Step 4: More blending on the lines and adding in a bevel/slope blur at the end
Emory: The end result is something like this
Emory: If you want more ridges and irregularities, you can add in a directional warp + fractal sum base (or whatever noise you want) with the appropriate values before the very first slope blur



2nd platform cabinates