Linux? What the penguin!?September 15, 2025 Linux LinuxHopefully everyone is aware that as of October 14, 2025, there will be no more free support for Windows 10 and therefore no more free security updates. This means that security vulnerabilities still present in Windows 10 will no longer be fixed, making computers even more vulnerable to security risks. I would even go so far as to say that criminals are currently hoarding the security vulnerabilities they have found so that they can exploit them for longer after free support ends.
Export image sequences with Substance 3D DesignerAugust 13, 2025 Misc Substance 3D Designer 2D Materials DownloadsAs you may have noticed by now, I have taken a liking to Adobe Substance 3D Designer. During my final project, I already experimented a bit with flipbook animations that I created in Designer. I remember how much effort it took to render the image sequence, and I was glad to have come across SpriteIterator by Jonas Olesen, even though its use had a few limitations.
UberBlendJune 17, 2025 Tutorials Substance 3D Designer 2D Materials DownloadsAfter my first article on blending-modes, the topic somehow stuck with me, so I got pulled down the associated rabbit hole. To process my experiences on the journey back to reality, I created an “almighty” 😉 node for blending layers. It contains 47 different blending modes for grayscale and RGB(A) and three additional blending modes specifically for NormalMaps. However, so that you don’t lose track of how the various blending modes work, the rest of the article is intended as a reference work.
An introduction to the Pixel Processor nodeMay 3, 2025 Tutorials Substance 3D Designer 2D MaterialsIn the article about blending modes I also described some blending modes or showed the results of blending modes that are not part of Substance 3D Designer. Perhaps some of you have wondered how I did this. The answer is: “With the Pixel Processor!” (Any other answer would probably have been confusing given the title of this article 😉) And in this article, I would like to show you exactly how I did it.
Opacity with blending modesApril 24, 2025 Tutorials Substance 3D Designer 2D MaterialsIn the last article on blending modes, I had initially excluded the topic of opacity in order to look at it again separately, but unfortunately I forgot this separate consideration before publication. So this consideration is a bit more separate than I originally meant 😉
Blending ModesApril 22, 2025 Tutorials Substance 3D Designer 2D MaterialsAnyone who has ever worked with layer-based images, for example in Photoshop, Affinity Photo or Gimp, or wanted to merge two nodes in Substance 3D Designer, will have stumbled across blending modes. But what exactly is behind them, how do they work and which mode is suitable for which application? That’s exactly what I’m trying to answer in this post.
On the temporality of this site (once again 😉)April 19, 2025 MiscAs I announced in the last article on this topic, it has been very quiet on this site recently. On the other hand, the few articles that appeared in 2024 covered a wider range of topics, which I would like to maintain in the future.
A different look at animation principlesAugust 28, 2024 Misc AnimationI assume that anyone involved in animation will sooner or later stumble or be stumbled across the 12 animation principles. Generally speaking, these principles are a collection of best practices that Disney animators have developed in order to create impressive animations.
The pros and cons of Lag CompensationJune 25, 2024 Tutorials NetworkingGames that are played over the network inevitably experience a delay, known as network latency or simply latency. As a result, every player is generally shown an outdated game world in real-time games. How outdated the displayed game world is depends on the respective latency. For this reason, the player must take their own latency into consideration in competitive games and, for example, in shooters, take into account not only the distance and bullet speed but also their own latency when aiming, and accordingly aim a little further in the assumed direction of the opponent. At least if there are no countermeasures such as lag compensation.