Ryan James Smith Profile picture
Trying to reach max level as a game dev wizard. Tech Art Director of R&D @GearboxOfficial Former Lead Tech Artist @SonySantaMonica #GodOfWar
Dec 18, 2022 5 tweets 2 min read
Since I'm on the AI topic, I want to point out some hypocrisy (probably unintential).
The below image was snipped from a post on @ArtstationHQ's front page. Somehow this guy thinks getting your art scraped by an AI is the same as being raped. Or are people using AI tools rapists? It's kind of hard to tell, I'm sure it hits people hard and that's what it's meant to. It got a reaction from me, even though I don't really agree with the delivery but can understand the point he's trying to make, i guess.

Here's the part where it's fucking dumb.
Dec 18, 2022 22 tweets 5 min read
1/N
I wanted to say a few words about AI and what's going on with @ArtStationHQ . Normally I wouldn't comment, but as an R&D Engineer who has actual experience creating custom AI architectures at Gearbox and deploying them to artists, I feel like I can add to the discourse in some meaningful way, rather than just be more noise. Disclaimer that these are my opinions and they don't represent the position of my employer or anyone I work with in any capacity. Also, let me say that I *understand* and *hear* artists who are
May 13, 2022 8 tweets 4 min read
1/N Some folks asked me to share my setup in #UE5 for how I used #Niagara to generate tiling ocean waves using Fast Fourier Transforms. This thread will hopefully shine light on the process and serve as a guide to those wanting to do the same. #gamedev #realtimevfx The method for generating tiling ocean waves using FFTs can be summed up in these steps.
1. Precompute the h0 lookup table where each texel contains the encoded values needed to represent a wave. Its called h0 because that's the variable Tessendorf gave it in the original paper. Image
Apr 4, 2022 6 tweets 4 min read
1/6 A year and a half later, I finally finished my black hole project. #madewithunreal and now powered by #Niagara, this shader/sim implements physically correct gravitational lensing, which bends the light in all kinds of groovy ways! #gamedev #realtimevfx #astronomy #UE4 #UE5 2/6 A weird phenomena of gravitational lensing is the photon-sphere. @ScienceClic hooked me up with the equations I needed to represent this. When done correctly, zooming the camera in yields the same image repeat over and over to infinity (it gets small though)!