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Ben Houston

BenHouston3D@mastodon.gamedev.place

<p>Girl dad (2x). Founder/CTO of @Threekit, 3D for eCommerce. Web3DSurvey.com, Astrophotography, glTF standards, Clara.io, Three.js, Exocortex.com, Fluid sims, Krakatoa renderer, Deadline render manager. Ottawa, Ontario, Canada.</p>

Posts

  • Post #2670414

    Beta 3 of LandOfAssets.com is live. Supports uploads of Blender .blend and USD .usdz files automated conversion between all formats. KTX2 and MeshOpt optimized GLBs now also supported. https://landofassets.com/blog/beta_3

  • Post #2670413

    HDRify, the JavaScript/TypeScript native HDR and EXR library gets luminance EXR loader support with version 0.11.0. Thank you &amp;quot;krapnikkk&amp;quot; on Github: https://github.com/bhouston/hdrify/pull/20 Try it out here: https://hdrify.benhouston3d.com/?image=%2Fexamples%2Fexample_nonRGB.exr

  • Post #2670412

    How to create a Passwordless User System. A presentation with live demo I gave this evening at @forwardJS at @FullscriptHQ: https://ben3d.ca/blog/passwordless-login-system. Cc: @haveibeenpwned

  • Post #2670411

    Beta 4 of my project &amp;quot;Land of Assets&amp;quot; is live. New features: - Robust task system at extreme scale. - Webhooks for automations. - Server event streaming for tasks. - New design aesthetic across the board. https://landofassets.com/blog/beta_4

  • Post #2670410

    20 years after starting https://Threekit.com, I&amp;#39;ve decided to move on to a new project: http://LandOfAssets.com It&amp;#39;s a product visualization platform built on a foundation I&amp;#39;ve wanted for a long time: open standards all the way down tied at the hip with AI-image generation.

  • Post #2670408

    New PR: added attenuation and tint to volume effects for gltf_pbr mtlx in @MaterialX. Affects both viewer and translation so you get really nice tinted glass effects: https://github.com/AcademySoftwareFoundation/MaterialX/pull/2872

  • Post #2670407

    New PR: adding bent normal support for the @MaterialX Viewer so you get nice real-time anisotropy effects from IBL lighting: https://github.com/AcademySoftwareFoundation/MaterialX/pull/2871

  • Post #2670406

    MaterialX Needs a Single-File Container. Let&amp;#39;s formalize what @polyhaven and @AMD material libraries are already doing with a new &amp;quot;mtlz&amp;quot; extension. Details here: https://ben3d.ca/blog/materialx-needs-a-single-file-container CC: @MaterialX

  • Post #2670405

    Preparing a major PR to improve @threejs MaterialX support significantly. In order to perfect it, I&amp;#39;ve written an open source @MaterialX Fidelity Suite inspired by the @thekhronosgroup / glTF fidelity tool: https://material-fidelity.ben3d.ca

  • Post #2670404

    Last week I worked on achieving pixel-perfect @threejs import of @MaterialX files, and this week I&amp;#39;ve got pixel perfect @Blender MaterialX importing working. https://ben3d.ca/blog/pixel-perfect-materialx-in-blender-and-threejs

  • Post #2670403

    Today&amp;#39;s side project is &amp;quot;node-prewarm&amp;quot; - it is a simple CLI tool for pre-populating your NODE_COMPILE_CACHE (available with @nodejs 25.4 and later) so your services startup 20% faster: https://ben3d.ca/blog/introducing-node-prewarm