Trivia Vanille (@TriviaTex) header
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Fromsoft visual modder. Mods available @: https://teapawt.org/t.co/ZyeizmzxF0 & https://teapawt.org/t.co/8m4Ut6nSWh https://teapawt.org/t.co/H5KYvklW1t

Joined October 2023
Photo by Trivia Vanille (@TriviaTex)Photo by Trivia Vanille (@TriviaTex)Photo by Trivia Vanille (@TriviaTex)Photo by Trivia Vanille (@TriviaTex)Photo by Trivia Vanille (@TriviaTex)Photo by Trivia Vanille (@TriviaTex)Photo by Trivia Vanille (@TriviaTex)Photo by Trivia Vanille (@TriviaTex)Photo by Trivia Vanille (@TriviaTex)Photo by Trivia Vanille (@TriviaTex)
DLSS-5(NR) Integration WIP in DS2. I am also using the excellent Faraam preset from Beubeu here. PT is enabled in both cases. NR is done pre-upscale. Costs around 4-5ms on RTX 5080 at 960p. Reinhard Tonemap(Basic)->DLSS - NR->InverseTonemap->DLSS-SR
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DS3LE-PT tweaking/adding new light sources in Irithyll dungeon
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Abysswatchers Intro cutscene. I love that all fromsoft games render cutscenes in real-time. Pathtracing and updated DOF in LE adds almost cinema level of lighting
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Light portals in #darksouls3 PT renderer. These hidden planes are placed at door/window openings to improve importance sampling in #pathtracing . As shooting rays is expensive, each ray must count for maximum benefit. It tells the renderer where light can be possibly found in the scene.
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DS3LE - Pathtracing. Lothric wall - Part1, including BVH Setup/Shadows/Reflections including water are all setup youtube.com/watch?v=Ixd0wsHk…
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DS3LE - Pathtracing. Firelink test, including Gundyr Bossfight. BVH Setup/Shadows/Reflections including water are all setup youtube.com/watch?v=-E6fX3gN…
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Transclucent Windows/Foliage SSS, also some foliage tex edits from @TriviaTex
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Sun transclucent shadows and much better window support(sky lighting) in DSLE-PT. Will also be updating DS2LE (Few windows in Drangleic castle later)
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Trivia Vanille retweeted
To break up all the DS3LE retweeting: I've been doing weapons for my DS2 Comprehensive Texturepack. Falchion before/after:
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Large emissive meshes in DSLE. These are 100k triangles, emit light and shadows, however importance sampling is not done by not including them in LightBVH, so the normal BRDF sampling catches them. This makes them essentially free of cost as the path tracer picks the emission based on the object hit. 1. Importance sampled large tree - 4.5ms Trace time 2. No importance sampled tree - 2.5 ms Trace time 3. Vertex color bake of the tree. 4. Alpha bit of the vertex are used to indicate whether it emits light or not.
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Trivia Vanille retweeted
More shields (all included in tonight's texturepack update) - Drangleic Shield:
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DS3LE-PT Undead settlement
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Trivia Vanille retweeted
the start of Sekiro using my Shadows of the Wolf mod (with optional reshade) which brings higher resolution textures, higher resolution shadows, gparam edits to exposure, specular and diffuse levels, SSR added to most puddles in the game, and more
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Water reflections in DS3. Water is rendered as a separate layer. However the behavior of PT is same. The reflections are still lit up correctly from light sources and bounce lighting. DS games render some the flat tiles as water as well similar to Alonne arena.
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Trivia Vanille retweeted
just posted 8 minutes of RAW Second Sin forest of fallen giants gameplay. I don't even yap in it. I think it looks cool. shoutout to @DS2LightingMod for being really easy to work with and fun
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Trivia Vanille retweeted
More Grand Cathedral in my #Bloodborne visual mod
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Darksouls3 Pathtracing. Archdragon Peak
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Trivia Vanille retweeted
they r giving character actors from netflix shows 6 figure deals to walk around a blue screen and recite aaron sorkin dialogue at raid shadow legends assets and you want me to treat gaming like a real art form for serious people
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DS3LE Pathtracing - Using the Dancer fight to fix a lot of things like 16-bit blend indices. Motion vectors are now rendered in seperate pass instead of relying on overloading the "game motion blur" pass. Dancer's weapons are emissive so they are added to BVH with emissive props.
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DS3 - Pathtracing. LightPortals placed in this room to capture windows/doors and cut the ambient lights.
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