▲ 3 ▼ I Built One App for Video, Audio, Photos, Vector Art & 3D (Plasma Studio by Niccolo Venerandi) (tube.kockatoo.org) submitted 1 month ago by boredsquirrel@slrpnk.net to c/ffmpeg@programming.dev 11 comments fedilink hide all child comments
[–] Tattorack@lemmy.world 3 points 1 month ago (10 children) Like actually built, or vibe coded? permalink fedilink source hideshow 10 child comments replies: [–] boredsquirrel@slrpnk.net [S] 2 points 1 month ago* (last edited 1 month ago) (4 children) Actually built I dont think he uses AI, he is pretty much against it permalink fedilink source parent hideshow 4 child comments replies: [–] onlinepersona@programming.dev 2 points 1 month ago (3 children) Nah, his new video says he's OK with it and implies he uses it permalink fedilink source parent hideshow 3 child comments replies: [–] boredsquirrel@slrpnk.net [S] 1 point 1 month ago (1 child) Is that link down? permalink fedilink source parent hideshow 1 child comment replies: [–] onlinepersona@programming.dev 1 point 1 month ago He made it private, I think. permalink fedilink source parent [–] boredsquirrel@slrpnk.net [S] 1 point 1 month ago Oh damn? Well I dont care, I bet he has reviewed all that code himself and I trust him to use these tools. There is literally no more ethical way to use LLMs than for open source code. permalink fedilink source parent [–] insomniac_lemon@lemmy.cafe 1 point 1 month ago* (4 children) Even if they did make it, there's a lot of these node applications (they mentioned Graphite, Pixieditor is another). Makes me wonder if there was some Siggraph talk inspiring this, or if node-based workflow really does make a big difference. Or maybe similar library/toolkit usage? That being said, I've asked about this* a few times and never even get a response. So it makes me wonder if the supply outpaces the users on this one. Either way, there are 15 competing standards node-based everything editors. * and if certain workflows could work... like SDF textures, polygonal font creation (especially color, .otf result), indexed vertex colors+mesh library permalink fedilink source parent hideshow 4 child comments replies: [–] boredsquirrel@slrpnk.net [S] 1 point 1 month ago (1 child) Just checkout his previous videos https://tube.kockatoo.org/videos/watch/0f4142d0-4fd3-48eb-ba7c-095b7b442868?isPeertubeContent=1 permalink fedilink source parent hideshow 1 child comment replies: [–] insomniac_lemon@lemmy.cafe 1 point 1 month ago Not sure if I'm missing something, but that doesn't seem relevant to my desired workflows. I see your comment there so maybe you're replying to just my mention of the node-based aspect of this? Side-note, Natron is another thing like this (node-based video/compositing) though not exactly in this wave and probably more limited in scope. permalink fedilink source parent [–] Tattorack@lemmy.world 1 point 1 month ago (1 child) My only experience with node based programming is in Blender3D for shaders. It clicked way better than learning Python or GDScript ever did as it's all very visual, and I'm pretty good with visual. But I'm not sure if node based programming results in well optimised code. It's great for something you leave rendering over night, but a program you constantly use...? Dunno. permalink fedilink source parent hideshow 1 child comment replies: [–] insomniac_lemon@lemmy.cafe 1 point 1 month ago* (last edited 1 month ago) I am not talking about programming, but that apps like this one use node graphs for asset production (that certainly won't have a speed issue when it's outputting* a file used elsewhere). Particularly the idea with node-based being flexibility. Something like SDF textures I guess can already be done via shaders like what you're talking about with Blender's visual shaders so would probably work here for anyone who knows what they're doing, some of what I'm talking about might need explicit support though (short of somehow finagling data into text enough to export to some text/binary format) especially editor-level features. Though even SDF is something that would be a lot better as a supported feature or plug-in. The video for this mentioned that 3D is a weak aspect so that probably doesn't help, particularly for the type of assets that don't use nodes much. Though even some simple parametric options would be nice. * I guess it could technically do live rendering, perhaps even via webGL/WASM or leaning on other tech that uses those. And that would be interesting. permalink fedilink source parent
[–] boredsquirrel@slrpnk.net [S] 2 points 1 month ago* (last edited 1 month ago) (4 children) Actually built I dont think he uses AI, he is pretty much against it permalink fedilink source parent hideshow 4 child comments replies: [–] onlinepersona@programming.dev 2 points 1 month ago (3 children) Nah, his new video says he's OK with it and implies he uses it permalink fedilink source parent hideshow 3 child comments replies: [–] boredsquirrel@slrpnk.net [S] 1 point 1 month ago (1 child) Is that link down? permalink fedilink source parent hideshow 1 child comment replies: [–] onlinepersona@programming.dev 1 point 1 month ago He made it private, I think. permalink fedilink source parent [–] boredsquirrel@slrpnk.net [S] 1 point 1 month ago Oh damn? Well I dont care, I bet he has reviewed all that code himself and I trust him to use these tools. There is literally no more ethical way to use LLMs than for open source code. permalink fedilink source parent
[–] onlinepersona@programming.dev 2 points 1 month ago (3 children) Nah, his new video says he's OK with it and implies he uses it permalink fedilink source parent hideshow 3 child comments replies: [–] boredsquirrel@slrpnk.net [S] 1 point 1 month ago (1 child) Is that link down? permalink fedilink source parent hideshow 1 child comment replies: [–] onlinepersona@programming.dev 1 point 1 month ago He made it private, I think. permalink fedilink source parent [–] boredsquirrel@slrpnk.net [S] 1 point 1 month ago Oh damn? Well I dont care, I bet he has reviewed all that code himself and I trust him to use these tools. There is literally no more ethical way to use LLMs than for open source code. permalink fedilink source parent
[–] boredsquirrel@slrpnk.net [S] 1 point 1 month ago (1 child) Is that link down? permalink fedilink source parent hideshow 1 child comment replies: [–] onlinepersona@programming.dev 1 point 1 month ago He made it private, I think. permalink fedilink source parent
[–] onlinepersona@programming.dev 1 point 1 month ago He made it private, I think. permalink fedilink source parent
[–] boredsquirrel@slrpnk.net [S] 1 point 1 month ago Oh damn? Well I dont care, I bet he has reviewed all that code himself and I trust him to use these tools. There is literally no more ethical way to use LLMs than for open source code. permalink fedilink source parent
[–] insomniac_lemon@lemmy.cafe 1 point 1 month ago* (4 children) Even if they did make it, there's a lot of these node applications (they mentioned Graphite, Pixieditor is another). Makes me wonder if there was some Siggraph talk inspiring this, or if node-based workflow really does make a big difference. Or maybe similar library/toolkit usage? That being said, I've asked about this* a few times and never even get a response. So it makes me wonder if the supply outpaces the users on this one. Either way, there are 15 competing standards node-based everything editors. * and if certain workflows could work... like SDF textures, polygonal font creation (especially color, .otf result), indexed vertex colors+mesh library permalink fedilink source parent hideshow 4 child comments replies: [–] boredsquirrel@slrpnk.net [S] 1 point 1 month ago (1 child) Just checkout his previous videos https://tube.kockatoo.org/videos/watch/0f4142d0-4fd3-48eb-ba7c-095b7b442868?isPeertubeContent=1 permalink fedilink source parent hideshow 1 child comment replies: [–] insomniac_lemon@lemmy.cafe 1 point 1 month ago Not sure if I'm missing something, but that doesn't seem relevant to my desired workflows. I see your comment there so maybe you're replying to just my mention of the node-based aspect of this? Side-note, Natron is another thing like this (node-based video/compositing) though not exactly in this wave and probably more limited in scope. permalink fedilink source parent [–] Tattorack@lemmy.world 1 point 1 month ago (1 child) My only experience with node based programming is in Blender3D for shaders. It clicked way better than learning Python or GDScript ever did as it's all very visual, and I'm pretty good with visual. But I'm not sure if node based programming results in well optimised code. It's great for something you leave rendering over night, but a program you constantly use...? Dunno. permalink fedilink source parent hideshow 1 child comment replies: [–] insomniac_lemon@lemmy.cafe 1 point 1 month ago* (last edited 1 month ago) I am not talking about programming, but that apps like this one use node graphs for asset production (that certainly won't have a speed issue when it's outputting* a file used elsewhere). Particularly the idea with node-based being flexibility. Something like SDF textures I guess can already be done via shaders like what you're talking about with Blender's visual shaders so would probably work here for anyone who knows what they're doing, some of what I'm talking about might need explicit support though (short of somehow finagling data into text enough to export to some text/binary format) especially editor-level features. Though even SDF is something that would be a lot better as a supported feature or plug-in. The video for this mentioned that 3D is a weak aspect so that probably doesn't help, particularly for the type of assets that don't use nodes much. Though even some simple parametric options would be nice. * I guess it could technically do live rendering, perhaps even via webGL/WASM or leaning on other tech that uses those. And that would be interesting. permalink fedilink source parent
[–] boredsquirrel@slrpnk.net [S] 1 point 1 month ago (1 child) Just checkout his previous videos https://tube.kockatoo.org/videos/watch/0f4142d0-4fd3-48eb-ba7c-095b7b442868?isPeertubeContent=1 permalink fedilink source parent hideshow 1 child comment replies: [–] insomniac_lemon@lemmy.cafe 1 point 1 month ago Not sure if I'm missing something, but that doesn't seem relevant to my desired workflows. I see your comment there so maybe you're replying to just my mention of the node-based aspect of this? Side-note, Natron is another thing like this (node-based video/compositing) though not exactly in this wave and probably more limited in scope. permalink fedilink source parent
[–] insomniac_lemon@lemmy.cafe 1 point 1 month ago Not sure if I'm missing something, but that doesn't seem relevant to my desired workflows. I see your comment there so maybe you're replying to just my mention of the node-based aspect of this? Side-note, Natron is another thing like this (node-based video/compositing) though not exactly in this wave and probably more limited in scope. permalink fedilink source parent
[–] Tattorack@lemmy.world 1 point 1 month ago (1 child) My only experience with node based programming is in Blender3D for shaders. It clicked way better than learning Python or GDScript ever did as it's all very visual, and I'm pretty good with visual. But I'm not sure if node based programming results in well optimised code. It's great for something you leave rendering over night, but a program you constantly use...? Dunno. permalink fedilink source parent hideshow 1 child comment replies: [–] insomniac_lemon@lemmy.cafe 1 point 1 month ago* (last edited 1 month ago) I am not talking about programming, but that apps like this one use node graphs for asset production (that certainly won't have a speed issue when it's outputting* a file used elsewhere). Particularly the idea with node-based being flexibility. Something like SDF textures I guess can already be done via shaders like what you're talking about with Blender's visual shaders so would probably work here for anyone who knows what they're doing, some of what I'm talking about might need explicit support though (short of somehow finagling data into text enough to export to some text/binary format) especially editor-level features. Though even SDF is something that would be a lot better as a supported feature or plug-in. The video for this mentioned that 3D is a weak aspect so that probably doesn't help, particularly for the type of assets that don't use nodes much. Though even some simple parametric options would be nice. * I guess it could technically do live rendering, perhaps even via webGL/WASM or leaning on other tech that uses those. And that would be interesting. permalink fedilink source parent
[–] insomniac_lemon@lemmy.cafe 1 point 1 month ago* (last edited 1 month ago) I am not talking about programming, but that apps like this one use node graphs for asset production (that certainly won't have a speed issue when it's outputting* a file used elsewhere). Particularly the idea with node-based being flexibility. Something like SDF textures I guess can already be done via shaders like what you're talking about with Blender's visual shaders so would probably work here for anyone who knows what they're doing, some of what I'm talking about might need explicit support though (short of somehow finagling data into text enough to export to some text/binary format) especially editor-level features. Though even SDF is something that would be a lot better as a supported feature or plug-in. The video for this mentioned that 3D is a weak aspect so that probably doesn't help, particularly for the type of assets that don't use nodes much. Though even some simple parametric options would be nice. * I guess it could technically do live rendering, perhaps even via webGL/WASM or leaning on other tech that uses those. And that would be interesting. permalink fedilink source parent