Puff

Puff

@iampuff.bsky.social

30s, married. I use Blender to make weird shit. Fuck AI. Icon by @stonerpanda.bsky.social, banner by @ploggin.bsky.social

163 followers112 following775 posts

The way I've literally been saying this for years. THANK YOU

Penny Parker@snapcube.gay

"it's not Al anymore, it's Dunk!" "Dunkaccino??" pisses me the fuck off NO you stupid IDIOT his name would be DUNK PACINO he didn't ask you to remove the P you fucking weasel

VRChat is a very real place where you can tell someone "the sky is green" and if your Trust Me Bro is strong enough, they will tell every mfer they know that the sky is green and that if you disagree you're a pred.

It's finally done. Now I just need a few people willing to test it! If you have Blender 5.1.2 and up, hmu to get a pre release copy. It's the same as the release version, except you're not guilted into giving me money on the download page.

We're discontinuing support for Windows 10 but will continue to release weekly vibe coded updates that will break your Blender shader cache for no reason

FCKIN DID IT. The generator no longer needs 5.3 alpha, and is compatible down to Blender 4.0 :D Last up: -My own carpet shader (currently using one off blendkit) -Fix wall trim shader to detect height and adjust bump -Grunge options for walls/floor/ceiling ALMOST DONE MAYBE PLS?

After MUCH trial and error, I've finally made the curve based walls compatible in earlier versions of Blender (down to 4.0). Unfortunately, although the walls are now straight with no pinching, Switch nodes in Shaders are apparently different in 5.3, so it breaks the entire ceiling shader again :)

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On that note, I'm questioning whether rebuilding every minor system is worth it to let previous versions use it. The new wall system doesn't play nice with the boolean cutout system or the proximity switches for the ceiling. The meshes are calculated within the smaller groups,

so they'd need identical boolean systems in both. Which is doable, but less performant and kinda messy. Plus side is being backwards compatible, but it's almost worse off in terms of performance than the original grid>curve>mesh system.

After MUCH trial and error, I've finally made the curve based walls compatible in earlier versions of Blender (down to 4.0). Unfortunately, although the walls are now straight with no pinching, Switch nodes in Shaders are apparently different in 5.3, so it breaks the entire ceiling shader again :)

It was cool to have a platform by, of, and for creative people to share spaces and characters they poured their hearts and souls into. Sadly, that platform is questioning whether it's okay to not only allow the antithesis of the platform's foundation, but also give them special little tags to use.

Puff reposted

It’s Taco Tuesday Time! 🌮🔥 Time to load up on extra guac and make today amazing! Who’s joining me for lunch? 🐾 #TacoTuesday #FurryFandom #Furry #VRChat #FurryArt #TacoNight

Puff reposted

🚀 Want to visit a NASA space center in Maryland AND see a musical at the same time? One of NASA Goddard’s oldest clubs: Music and Drama (MAD) puts on a full scale musical production every year! This season it’s Little Women, I’m cast as Meg + costume designer + props master! #theater madtheater.org

The edgy brush stroke font a la genAI only serves to signal to me that you are incapable of putting text on an image yourself, and are therefore incapable of whatever the image is advertising.

Just look at all that customization. You'll be able to make the fuck outta some Backrooms and it'll be like SO easy

Integrating some of the Blender Guru stuff. Procedural boolean cutouts :D I'm having so much fun with this, y'all

Due to a recent conversation I feel the need to specify: I would rather take a month to build a simple system and learn a fuckton along the way, than relinquish any of my problem solving skills to an LLM. Be it for advice or completion of any part of a project, its usage is entirely unethical.

The wall trim system took me way longer to build than I'd like to admit but it's finally done and it deserves its own render. I noticed BG has a full tutorial on doing a Backrooms generator as well, and his version has some neat options I'll probably work in.

Namely a slider for turning off the lights, and randomized wall cutouts. While doing the light thing I'll finish refining the shaders, get everything wired to group input, make those options all nice and organized, wait for 5.3 to release, THEN I'll call it done

She's ~almost~ ready for first release. Just need to fix the trim on the wall caps, wire up the rest of the customization options to the group input (so everything shows up in the modifier tab, yay ease of use!), and add some grunge options to the shaders. Maybe also tweak the vent instancing system

Still building up the Backrooms generator. After some feedback about the lights, which were randomized, and clipping through walls, I re-built the ceiling in and yoinked its data to sample each individual face's proximity to a wall. No more light clipping :D Will work for instanced objects too!

Threw together a ~fully procedural~ Backrooms generator for funsies. Still need to set up some more convenient controls for the shaders, but I'll probs be puttin' it up for free.

Lemonbird, my round and yellow, extra loud, little gremlin boy, my best friend, has unfortunately passed away. Thank you, Lemonbird, for all the wonderful, song-filled years. You'll be remembered forever.