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| added on the 2026-04-07 12:19:34 by BoyC |
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popularity helper
comments
amazing entry. great framing. my personal #1
rulez added on the 2026-04-07 12:36:01 by prost 
YES!
Awesome!
great.
I like experiments. Very nice outcome!
Beautiful interpretation of Katedra.
reminds me of a Tool music video :D
yes
Gave 5 stars on that. Great modeling!
I'm honestly not fan of not disclosing the use of LLM, relegating it instead to 'see readme'. Why sure the modelling is nice, I felt I was that my vote during livevoting round didn't take what the 'custom toolset' meant into the account.
Body horror art.
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I'm honestly not fan of not disclosing the use of LLM, relegating it instead to 'see readme'. Why sure the modelling is nice, I felt I was that my vote during livevoting round didn't take what the 'custom toolset' meant into the account.
I mean at the party I really liked this entry, but yeah hiding that in the depths of the readme is annoying.
Nice result and interesting experiment!
awesome.
you could have lazily used Blossom and copy/rip from shadertoy as many people do.
instead you created a tool from scratch to make your vision and workflow come true with the tech that exists as of today and the experience you gained along the way.
thumbs down come only from people with a combined product releases count less than i have fingers, and with no understanding how and why this creation process worked at all.
you could have lazily used Blossom and copy/rip from shadertoy as many people do.
instead you created a tool from scratch to make your vision and workflow come true with the tech that exists as of today and the experience you gained along the way.
thumbs down come only from people with a combined product releases count less than i have fingers, and with no understanding how and why this creation process worked at all.
Great, my personal fav of the compo. Kudos for making your own tool.
Amazing image! Thanks for sharing the tool screenshot! It reminds me a lot of the nodebased MaterialMaker tool that I use to make SDFs stuff and my little lib MaterialMakerRayMarching. I think it helps a lot to came up with new ideias, and prototype new SDFs, or new SDFs related functions. The only problem is that it's easy to make very complex and slow shaders with lots of nodes... :P
Great stuff! I'm a fan of macro nodes with code inside :)
Great stuff! I'm a fan of macro nodes with code inside :)
Nice picture, but given the level of 4k exe gfx in the recent years, this looks a bit crude. Maybe it's showing too much and thus let the viewer notice all the details that give away its artificial nature?
Fascinating workflow. It's a great example of how AI tooling can be used in a way that keeps all the creative work fully human.
And the picture is nice, too. :)
And the picture is nice, too. :)
As one of the very few, who actually have the editor and tried to do something with it, I have to admit: creating this image with that thing is a very respectful thing.
So, those who thumbdown this 'cos of BoyC used codex to create the tool can actually take a flying f.ck at the moon.
So, those who thumbdown this 'cos of BoyC used codex to create the tool can actually take a flying f.ck at the moon.
forgot the thumbup.
quadratic_bezier_92_copy_copy_copy_copy_copy really made all the difference! :-)
Great pic.
I'm interested in SDF modellers, I can sort of imagine how this works. If you want to share what you learned about this type of tool at some point I'd be interested in reading/hearing about it.
Obviously this is a completely acceptable use of AI. Many demosceners use tools that they didn't write themselves that are way bigger shortcuts than this. I don't see how the fact that AI wrote most of it puts it in a different category.
Arguably this should be disclosed on the slide, like you would disclose using Unreal, Crinkler or 64klang?
Great pic.
I'm interested in SDF modellers, I can sort of imagine how this works. If you want to share what you learned about this type of tool at some point I'd be interested in reading/hearing about it.
Obviously this is a completely acceptable use of AI. Many demosceners use tools that they didn't write themselves that are way bigger shortcuts than this. I don't see how the fact that AI wrote most of it puts it in a different category.
Arguably this should be disclosed on the slide, like you would disclose using Unreal, Crinkler or 64klang?
I'm conflicted
- You should have mentioned on the beamer that it was vibecoded.
- Image itself looks good.
- We needed SOMEONE to do an SDF editor 4k exegfx (good stuff).
- Ok, but that should have been a person, not a clanker.
- You should have mentioned on the beamer that it was vibecoded.
- Image itself looks good.
- We needed SOMEONE to do an SDF editor 4k exegfx (good stuff).
- Ok, but that should have been a person, not a clanker.
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You should have mentioned on the beamer that it was vibecoded.
But the image wasn't vibecoded, and that is not a fair characterization. "vibecoding" specifically implies that the AI did almost all of the work and human effort was minimal.
The tool was vibecoded. Then many hours was spent making an image with the tool, presumably a painful process.
I don't see how that is that different from e.g. using Photoshop to handpaint an image for modern graphics. The graphician didn't make Photoshop.
But I guess the graphician could mention on the slide that he used Photoshop (so we all understand he didn't write the file himself in hexadecimal).
amazing image - clearly loads of work and passion went into creating it.
Really cool image, could have been winner...
Using a tool for making an image like this feels overcomplicated, but to each their own!
Using a tool for making an image like this feels overcomplicated, but to each their own!
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For those who are interested, here's what the scene looked like in the editor. Secondary light bounce and color grading was added manually once the scene was exported, along with a hefty dose of shader optimization to make everything fit.
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Quote:You should have mentioned on the beamer that it was vibecoded.
But the image wasn't vibecoded, and that is not a fair characterization. "vibecoding" specifically implies that the AI did almost all of the work and human effort was minimal.
The tool was vibecoded. Then many hours was spent making an image with the tool, presumably a painful process.
I don't see how that is that different from e.g. using Photoshop to handpaint an image for modern graphics. The graphician didn't make Photoshop.
But I guess the graphician could mention on the slide that he used Photoshop (so we all understand he didn't write the file himself in hexadecimal).
Doesn't matter to some. The fact alone a LLM at any point was used to develop the tool makes the prod 100% irrelevant apparently.
Cool generated image and interesting to read how you have used ai for the tool.
submit changes
if this prod is a fake, some info is false or the download link is broken,
do not post about it in the comments, it will get lost.
instead, click here !

