Antirender: remove the glossy shine on architectural renderings
251–260 of 478 posts
Re: Antirender: remove the glossy shine on architectural renderings
#252Earlier quoted context omitted.
Ideally the model would be run locally in the browser, so the author isn't paying whatever they're paying. But the web standards to do complicated stuff locally aren't there yet and probably will never be. That's not a practical answer but it's my two cents.
All you need is WASM surely? I expect this model is too big to download & run on local CPUs though.
Re: Antirender: remove the glossy shine on architectural renderings
#253Top of HN and people are loving it, but there's got to be a better way of getting some $$ rewards for fun viral ideas like this than "Buy me a coffee". I'm betting he's got tens of thousands of sessions currently and nobody is tipping. https://ko-fi.com/magnushambleton Is there a better way? Asking for myself, also.
Re: Antirender: remove the glossy shine on architectural renderings
#254Re: Antirender: remove the glossy shine on architectural renderings
#255Re: Antirender: remove the glossy shine on architectural renderings
#256Earlier quoted context omitted.
That is something I've found over the years with traveling. You watch a bunch of travel videos and think the place you're visiting is going to be so different but its just the same overcast sky and ocean and washed out color palette as home. Once you remove all the filters, color correction, and drone shots from influencer travel videos a lot of places look the same IRL.
Really? I drove from Kansas to the Florida Keys in November, stayed at an ocean front hotel where it was a blissful 83°F, and it felt like our own slice of heaven. We stayed a few extra days over Thanksgiving just to laze in the pool while our kids splashed in the water. Being able to drive away from the snow and the cold into paradise was amazing, and being able to go with my family made me feel richer than a king.
Re: Antirender: remove the glossy shine on architectural renderings
#257Re: Antirender: remove the glossy shine on architectural renderings
#258Earlier quoted context omitted.
> Is there a better way? Yes, UBI. Then you can create what you want and your livelihood doesn't depend on it going viral.
How do we ensure that we don’t enter the failure mode of “not enough necessities get made”? Like it seems like people are ideologically for or against UBI, but I’ve never seen anyone discuss how the mechanism would avoid this outcome. Like I’m not saying it’s 100% the outcome that would happen on whatever time frame, just that even e.g. a 10% chance of that happening would make it too risky to attempt at scale. And l…
Pay higher when someone does things. UBI + income. If you want to live better, try doing something that will bring you money, but if you fail, you can still live and try something other next time.
Current model: if you try something and fail, you are homeless and starving.
Re: Antirender: remove the glossy shine on architectural renderings
#259Earlier quoted context omitted.
What a beautiful and nostalgic game that was. I’ve never had a game hit me like that since!
I played it with my wife on the couch over many winters evenings, and then ten years later played it with my daughter. Good times. Reminded me of playing Sierra games as a kid.
I bought the soundtrack on vinyl (by Tomáš Dvořák, aka Floex), then got a record player, aaaand ended up accumulating a ton of records since then.
I still play that record though, it never gets old.
The other game that we enjoyed in a very similar way is Primordia [1]. Named our first cat Crispin afterwards.
You will probably enjoy Boxville [2]; it's very much Machinarium-inspired. Its sequel, Boxville 2,came out recently, so there's more in store.
It's Ukrainian-made (Machinarium is Czech), so the devs share a gritty post-communist childhood to draw the inspiration from.
Re: Antirender: remove the glossy shine on architectural renderings
#260{ "image_generation_prompt": { "subject_focus": { "primary": "Architectural exterior scene", "constraint": "Strictly preserve original building geometry, facade details, and structural layout", "reference_adherence": "High structural fidelity to input image" }, "environment_and_season": { "season": "Late November, very late autumn", "weather": "Post-rain, overcast, gloomy, high humidity", "sky": "Heavy grey cloud cover, diffuse white/grey light, no direct sunlight", "ground_texture": "Wet asphalt/pavement, highly reflective puddles, wet concrete, scattering of wet brown decaying leaves" }, "vegetation_details": { "trees": "Leafless branches, dormant skeletal trees, sparse lingering brown foliage", "color_palette": "Desaturated greens, browns, greys, russet, damp earth tones", "state": "Winter-ready, wet bark, dormant landscaping" }, "human_element": { "density": "Sparse, minimal crowd", "clothing": "Heavy winter coats, scarves, boots, muted colors", "activity": "Walking briskly to avoid cold, holding closed wet umbrellas, hurrying, heads down against the wind", "mood": "Solitary, cold, urban transit" }, "photographic_style": { "medium": "Realistic architectural photography", "camera": "35mm lens, sharp focus on architecture", "tone": "Cinematic, moody, desaturated, cool color temperature, blue-grey tint", "quality": "8k resolution, high dynamic range, hyper-realistic textures" } } }