it's just extremely sus that the only people excited about NFTs are very rich famous people, large tech companies, and cryptobros,

while artists themselves are unanimously against the idea

like shouldn't this raise a huge number of red flags?
if twitter truly cared about artists they could help us with two very simple features:

1. let us preview and edit the thumbnail crop region
2. let us tag individual media as nsfw so people can opt out/not be scared of following people who do both sfw and nsfw art

like that's it
also yes of course there are exceptions, some artists are on board with nfts, I know, but they seem to exist as an extremely small minority, that's what I mean by unanimous

so pls stop with the "not all artists" replies now thx <3
yes I know, someone in generative art started a trend and so now the generative art community is one of the rare ones where more artists are on board with nfts bc everyone wants the same success as they had
also - if NFTs somehow has a future where it isn't destroying the planet bc rich people want to trade money with each other, and instead it actually helps fund and promote creative art projects by siphoning money from bored wealthy people, then I'd be way more on board
that said, I do have larger concerns about the concept of ownership and how this might legally tie into copyright and media usage law if this trend continues
right now NFTs don't give you any usage rights, it's literally just a verifiable receipt, a proof of purchase, but I worry this might change

the implications of that, especially when it comes to theft and the decentralized nature of it all, makes me concerned
I'm way too sick at the moment to deal with all this discourse and there's too much nuance that I don't have the energy to express when people keep putting words in my mouth, sigh
yes, sure dude, I hate artists and art and I don't think artists should get paid ever and I totally think everyone who touches NFTs should be cancelled and banished to hell immediately, especially poor people who rely on it in less well off countries
idk what else to add that I haven't already said, this is getting annoying, I'm tapping out

if people want to keep being uncharitable toward me then go ahead and have fun in your one-sided debates

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More from @FreyaHolmer

4 Oct
the axis-angle representation of 3D rotation

a single 3D vector, where
• its direction v̂ is the axis of rotation
• its magnitude ||v|| is the angle to rotate by
this can represent any 3D rotation, but you'll most commonly see it represent angular velocity, where the magnitude is the angular speed

this is because unlike quaternions, axis-angle can go beyond a full turn, just like a number representing a single angle can
when representing angular velocity this way, you can also easily add angular velocities together through simple vector addition, decompose it, and project it!

which is pretty neat if you ask me
Read 12 tweets
3 Oct
I feel like so many movies would immediately improve if you removed 80% of dialogue and made it 4 times as long
make me *feel* the character's motivation, and see their struggles and motivations

I'm so allergic to having it told to me over and over through dialogue when it's already clear contextually
and like, it's so hard to have proper pacing and tell a believable story with actual character development, without too much on the nose exposition, in the space of an hour or two
Read 4 tweets
11 Sep
btw these large scary math symbols are just for-loops
dw game dev math mommy's got u ❤
math people interacting with this tweet are just now realizing how little math knowledge game devs and engineers can get by with
Read 13 tweets
10 Sep
generalized bézier curve evaluation using recursion Image
it returns the point on the curve at t, where P is the set of control points, using recursion starting at B(d,0,t), where d is the degree of the bézier curve (number of points minus 1)

in code: Image
it's definitely not optimal, but, neither am I

I'm tired and was just curious to see if I could formulate the evaluation recursively in a short lil snippet~

(it evaluates most sub-points twice, among other things)
Read 5 tweets
22 Aug
apparently I pronounced "osculating" incorrectly in my bézier video and so now I will forever feel shame over this unfixable public mistake
I only ever read it, never heard it

but like who the heck ever hears that word except for an extremely small percentage of the population interested in curvature of parametric equations who somehow heard about it verbally
so technically

I might be introducing this word to a huge number of people who *never* heard of it before, who will now think I pronounced it correctly, and will follow my pronunciation
Read 5 tweets
11 Apr
how do you calculate correct normals when doing vertex displacement shaders?

here's a lil guide/example on the overly complicated but mathematically correct way of doing this~ Image
say you have this simple smoothstep bump, with a radius (r) and an amplitude (a)

the space we're working in will be in uv space, where (0,0) is in the center of this plane

o.uv = the current 2d uv coordinate

d = length(o.uv)
height = smoothstep(r,0,d)*a;
what we need is called the partial derivatives (rate of change) of this function, in order to calculate the normal

now, we're going the unnecessarily accurate route, so we're not using the ddx/ddy functions in the frag shader, that's cheating~
Read 15 tweets

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