seen from United States
seen from Taiwan
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seen from United States

seen from United States
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seen from Spain
seen from United States
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seen from Singapore
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seen from Sweden
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i miss my wife
An out-of-the-blue message to Ayami Sato on Instagram got the ball rolling on an unprecedented deal in Canadian men's pro sports.
I think this is so cool and I'm going to see if I can go see a game 🤞
#frankandersson #1983 #göteborg #ibl https://www.instagram.com/p/CNkeF4Yr9b3/?igshid=5nc95h5erie5
Been a while since I’ve done a patch/knife post; so here’s one I just put together for one of my FB brand groups.
Probably my fanciest knife ... the handle is machined from a solid block of billet Ti, rather than sandwiched around the blade from two scales. I think it’s a pretty fun composition.
Sunny and MK
I finally got around to finishing Into the Badlands and im so sad MK and Sunny never really reconciled and the show ended without them ever becoming those close friends like in season 1. Was anyone else pissed about MKs character development? Also while I loved the last season I feel like Sunny was such a better fighter in season 1 they never really showed him at his top in season 3. I hope eventually someone picks the series back up
Rim은 IBL에서의 Fresnel
Rim을 Fresnel역할로 사용한 바다물 표현작업이다.
물체의 가장자리를 빛나게 할때 쓰이는 Rim Light는 오직 Normal벡터와 Camera벡터를 내적하여 계산하므로, Light벡터와 Camera벡터의 관계를 고려하는 Fresnel과는 엄연히 다르다.
Fresnel연산에서는 L과 V벡터가, Rim연산에는 N과 V벡터가 사용된다
그러나, 물리기반으로 들어와 빛이 사방팔방 튀어, 사실상 공간을 구성하는 모든 물체가 광원으로써 역할을 한다는 사실하에서는 마땅한 Light벡터를 잡는것이 불가능하게된다. (조명은 모든 공간에서 오기 때문이다)
바로 이때 Rim라이트의 사용가치가 드러난다.
빛은 모든 곳에서 오기때문에, 사실상 표면에 부딪혀 내 눈으로 오는 빛은 뻔히 다음과 같은 벡터 값을 가질것이고
L = Reflect(-V, N);
이 Light벡터와 Camera벡터의 프레넬값을 구하는것은, 그냥 Camera벡터와 매질의 노멀벡터를 갖고 연산하는 것과 동일하다.
고로 IBL에서의 Fresnel은 Rim연산으로 구한다.
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