Journal
Work-in-progress notes, shader experiments, and pipeline studies.
Notes · 9

Four canonical Renaissance painting modes
Quick study notes on chiaroscuro, sfumato, cangiante, and unione. What each one does, why artists used it, and collected reference examples.

Blender stylized water shader (tutorial-based)
Notes from building a stylized water material in Blender. This is the setup I used for quick look tests and easy shader tweaking.

Boba shop archviz blockout
Fast proxy blockout to lock composition early, then remodel clean architecture and replace proxies with custom assets.

Blender watercolor shader (tutorial notes)
Notes from following a watercolor shader tutorial: toon base to watercolor breakup to outlines (inverted hull plus grease pencil) to a quick compositor stack.

Stylized sunflower study (course study notes)
A small stylized flower build in Blender, focused on clean shapes, readable materials, and a simple toon-style render. Built alongside a paid course, so these notes stay high level on purpose.

Deep-sea flashlight viewer (three.js)
Small web scene: roaming sea creatures in near-darkness, revealed only when the flashlight beam hits them.

Vegetation prototyping with PlantFactory
Quick iteration on grass clumps by toggling components and tuning procedural parameters (age, wind, LOD) for faster scene blockouts.

Fluid simulation with Zibra AI
Prototyped seawall interactions in Unity using Zibra Liquid. Kept tests in small, focused scene layers plus prefab variants to swap geometry, tune sims, and record results quickly.

Building digital twins with photogrammetry
Replaced tape-measure passes with photogrammetry. Phase 1 used Polycam for fast room scans. Phase 2 used dedicated capture with about 2 mm object-level accuracy. Scans stayed reference only. The RoboCanes lab was remodeled on top of them.