谁见我镜头盖了 (@slippingMercy) profile picture
Joined March 2025
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True. 管理层根本不在乎中间有多少组织摩擦, 更不在乎个人的奉献热情, 只在乎自己想要的结果是否达成。 脏活累活,都是可替代的活。
建议大家不要在公司里主动当老好人,理文档、修技术债、到处跨团队对齐。 不然这样到头来年底晋升全给做新业务的让路。 这不是领导瞎了眼。 很多公司本来就是个低效运转的机器,管理层只要具体业务上线,根本不在乎中间有多少组织摩擦,更不会为个人的奉献热情买单。 这种脏活只有一种干法:只用在自己牵头的项目上。
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这个教程很适合想去正儿八经想要学习Agent原理,并且靠这个去找一份工作的人看 我大致看了一眼,里面内容从大模型基础、教你手写大模型、教你手写agent都有 不过这个教程需要你花点耐心,稍微懂点编程,好歹你要能看懂python的语法 不是那种快餐低质量为了博流量的教程,而是确实是很高质量的教程
如何从零手写一个Agent?整了一套 Agent 教程,共18 篇 Claude Code、Codex 这些编码 Agent 内核其实就是一个循环: 模型请求工具,代码执行,结果放回对话,直到模型不再请求 这套教程从100 行代码开始 用 Python 一层一层往上加: 工具、权限、上下文管理、Skills、 接入聊天软件、定时任务、MCP、子 Agent、计划、记忆。 每一课都有能直接跑的代码 每一课末尾都对照主流 Agent 在这一块是怎么做的 最后 7 篇,拿亲手写过的这 11 个零件当尺子 逐个拆解 Claude Code、Codex、Pi、Grok Bot、 DeepSeek Harness、OpenClaw 与 Hermes 看它们各自做了什么取舍 整理完最大的感受是: 主流产品的分歧,大多集中在一个问题上: 安全这一层,交给提示词,还是交给代码 namiai.tech/agent/?v=1
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Fiquei obcecado com as cores desse app e desenvolvi as cores num preset do lightroom, to apaixonado
So I recently badgered my cinematographer @steveyedlin into making my ideal iPhone still camera app. It shoots RAW, bypasses the iPhone's look processing and instead uses the same image processing we use on our movies. apps.apple.com/app/apple-sto…
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New #ThreeJs release with my light probe speed ups, uv unwrapping, light baking features!
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With Dash you can easily create a Snowy Environment in @UnrealEngine using 3D assets and materials from the integrated libraries in the Dash Content Browser. Here's how it works:
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#DamageControl #GrungeMaskTools showcase. Check out Superhive or Gumroad and have a nice weekend! #geometrynodes #b3d
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迷茫3年 看到张朝阳这句话醍醐灌顶但也后怕
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Time to share some of the work I've done for Control Resonant. Here is Dylan’s poncho. More shots on ArtStation. The team has also just dropped a ton of amazing art, so go check it out! 🔥
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只想成为一个幸福的小女孩
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Tips on how to start using UE5 outliner to help you speed up your workflow and create better and faster environments. Full Quick Tip on YT: youtube.com/watch?v=3OeOqeK-…
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Adobe has made baking a major priority in @Substance3D Painter based on long-standing user requests. Product Manager Laurens Corijn explains the technology and UX work behind its new cage painting workflow. Full interview and details: 80.lv/articles/adobe-explain…
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Some of the shots from the exterior and Interior on this one. Ghost of Yotei: Complete Edition artstation.com/artwork/Xaakr…
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How to make games in Unreal Engine with AI
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Our workshop "Technical art tools for beginners" with Jordan Smee is now free to watch! youtu.be/zbOPzlAXBeA #environmentart #gameart #beyondextent
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From one reference photo to a photoreal PBR material in Blender. Every step, every script, every mistake I made.
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HOLY F*CK. I made an 8K photoreal rock + moss material from a single reference with Claude Opus 5.5 No scanner. No paid library. Just a reference, an image generator, Python scripts and Blender. The pipeline: 1. Generated the base texture from a reference (top-down, flat light, no shadows) 2. Built every PBR map from it: roughness, AO, normal, 16-bit displacement 3. Aligned all maps to the diffuse, so color, height and normals sit in the exact same place 4. Pulled a moss mask out of the diffuse color 5. Claude wrote the Blender scripts: material, scene, lights, this poster 8192×4572. Real displacement in Cycles, not a fake bump. The trick that makes it look real: moss is NOT the same material as rock. Rock: roughness straight from the map. Moss: roughness 1.0, soft sheen, subsurface, its own height in little cushions. Two materials inside one shader. Where I messed up: - first sphere looked like plastic. Low-poly mesh + weak displacement = nothing moves. Fix: dense mesh, real displacement - moss height turned into needles. Fix: two masks, a sharp one for shading and a blurred one for height - plane at displacement 0.40 = stretched spikes. Dropped it to 0.12 nitter.gq/mukadeshinigami/status…
From one reference photo to a photoreal PBR material in Blender. Every step, every script, every mistake I made.
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Little side venture I’ve been working on with some friends. First course is out. :) Learning Cinematic lighting! Def taught me some a lot youtu.be/9t6wdpOPzGs?is=JHkD… #unreal #cinematiclighting #lighting
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