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The parent poster is correct though. "Disengagement rate" is the term used in the industry, and what would get you results in google searches. "Disconnect rate" is not what it's called, so it's helpful to correct that.



If all 261 unfoldings tile space, it makes me wonder if all arbitrary collections of 8 connected cubes do as well.

Is there an example of 8 cubes that are proven to not tile space?


I think a ring of cubes wouldn't:

    xxx
    x x
    xxx
To fill the hole they'd need to interlock, and I think that might make it too hard to tile


“ Their content is so profitable that the people in charge don't really give a fuck.”

Sorry but that’s completely wrong. Almost every animation or vfx studio is barely scraping by. Margins have been reduced so much for film work it’s extremely difficult to turn a profit, which is why so much work is outsourced overseas these days. The reason software isn’t better is because they barely have the resources to improve it.

Everyone’s aware of newer tools, but things like unreal still arnt as good as traditional non-realtime pipelines in terms of flexibility and scalability.


The expression is "jump through hoops". Sorry to nitpick.


Hoopes (yes, a misspelling) gets autocorrected to hooves for me, so could’ve been a typo and not that they didn’t know the expression.


Probably because the word is "hoops", without the "e"; the plural of "hoop".

^ Not meant as sarcasm, just noting the possible reason the spellchecker gets confused.


Right, but if you notice, the e and the s are adjoining keys on most common keyboards. Apologies if my wording was confusing, but I didn’t call out the es as the OP misspelling the pluralization, but rather specifically as a typo.

My mention of misspelling was there only to prevent another person from pointing it out, but alas, I still failed it seems.


damn autocorrect!

jumping through literal hooves would be hilarious.. lol


Note also the picture of her at the top of the page.


I replied on the original thread too, but I wonder if it’d work to use a mipmapped dither texture in texture space like this old hatching paper: http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.28.... It probably won’t give you exact 1 pixel dither without some hacks, but maybe something along those lines could work.


That is really cool, especially for the time. Only downside is I think some uv mapping is required to map the hatching onto the models. Here is a video of the paper https://www.youtube.com/watch?v=g6Ta35AiE1I


instead of using textures and downsampling them, would a mathematical formula for the dither pattern applied in the shader work best?


One of San Francisco's problems, from the perspective of being appealing to outsiders, is that there are a few small areas with lots of homeless and the other problems you describe. And those also happen to be the main areas visited by tourists, and people coming to the city for conferences: Civic Center, Tenderloin, Downtown, South of Market. But the vast majority of the city is more residential and much more livable. Of course it has the problems of any big city, but in my day to day life living here I manage to almost always avoid all of the problems you mention. I live on a tree-lined street a couple blocks from a park with a playground. I havnt been to fishermans wharf in basically my entire life. Locals just dont go there because we know its a terrible tourist trap. It actually can be a very pleasant city with a lot to offer. There is a reason housing in SF is so desirable and why tech companies want to be located there. I wish it could be made more obviously appealing to the casual tourist though, because we're giving ourselves a bad rep.


I think a better analogy are all the assistants and apprentices that worked in the larger Renaissance studios. They produced work in the style of the masters, or duplicated their works, but they weren't doing original work, and are mostly forgotten today. Are they doing art? Or are they just craftsmen? I dint think it's about patronage.. most professional artists today have some form of patronage. I think it's a distinction between how much freedom that patronage gives you to do what you want vs realize someone else's vision.


The digital artists at big studios that he's talking about are micromanaged precisely like this. I think concept artists maybe have more freedom for creativity, but the majority of artists in animation and film graphics are constantly being told to make shades lighter and change shapes arbitrarily. A lot of the job is learning how to be flexible to appease those who are in charge.


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