• شفتوا الفيديو الجديد؟ من قلب الكانتون فير بالصين، أنا وعبد الله جربنا نشاركو معاكم كيفاش تقاد براند برأسمال صغير!

    في هاد الفيديو، راح نعرضو كيفاش تلقاو منتجات جديدة وفريدة، ونتفاوضو مع المصانع على الأسعار. وكاين نصائح جد مفيدة لأي واحد باغي يبدا مشروعه التجاري.

    أنا شخصياً، تجربتي في الكانتون كانت ملهمة بزاف! كيما يعرف العديد، البدايات صعبة، لكن مع شوية تخطيط وجرأة، تقدر تحقق أهدافك.

    شوفو الفيديو وكونو جزء من هاد المغامرة التجارية!

    https://www.youtube.com/watch?v=d0KnYfKp9y4

    #التجارة_الإلكترونية #ecommerce #براندينج #المقاول_المغربي #importexport
    🚀 شفتوا الفيديو الجديد؟ من قلب الكانتون فير بالصين، أنا وعبد الله جربنا نشاركو معاكم كيفاش تقاد براند برأسمال صغير! 💡 في هاد الفيديو، راح نعرضو كيفاش تلقاو منتجات جديدة وفريدة، ونتفاوضو مع المصانع على الأسعار. وكاين نصائح جد مفيدة لأي واحد باغي يبدا مشروعه التجاري. أنا شخصياً، تجربتي في الكانتون كانت ملهمة بزاف! كيما يعرف العديد، البدايات صعبة، لكن مع شوية تخطيط وجرأة، تقدر تحقق أهدافك. شوفو الفيديو وكونو جزء من هاد المغامرة التجارية! https://www.youtube.com/watch?v=d0KnYfKp9y4 #التجارة_الإلكترونية #ecommerce #براندينج #المقاول_المغربي #importexport
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  • Create a Manga Style Animation with Grease Pencil (BLAME! Edition)

    Dive into creating Manga-style NPR rendering with this super extensive and free tutorial series by Harry Helps.
    Hello Everyone!
    In this comprehensive tutorial, we'll create a subtle looping animation of a manga style environment in Blender! We'll be using a panel from the manga "BLAME!" as our reference!
    We'll start with a ready-made starter file and design custom materials to give it a manga aesthetic. Then, using the grease pencil tool, we'll draw hand-crafted elements directly into the scene. To enhance the manga aesthetic, we'll apply compositing overlays that give it the feel of a manga page. In the final step, we'll animate the camera and export the finished piece as both a video and an animated GIF!
    I hope you enjoy the tutorial!
    See the full 17-part playlist here:
    #create #manga #style #animation #with
    Create a Manga Style Animation with Grease Pencil (BLAME! Edition)
    Dive into creating Manga-style NPR rendering with this super extensive and free tutorial series by Harry Helps. Hello Everyone! In this comprehensive tutorial, we'll create a subtle looping animation of a manga style environment in Blender! We'll be using a panel from the manga "BLAME!" as our reference! We'll start with a ready-made starter file and design custom materials to give it a manga aesthetic. Then, using the grease pencil tool, we'll draw hand-crafted elements directly into the scene. To enhance the manga aesthetic, we'll apply compositing overlays that give it the feel of a manga page. In the final step, we'll animate the camera and export the finished piece as both a video and an animated GIF! I hope you enjoy the tutorial! See the full 17-part playlist here: #create #manga #style #animation #with
    Create a Manga Style Animation with Grease Pencil (BLAME! Edition)
    www.blendernation.com
    Dive into creating Manga-style NPR rendering with this super extensive and free tutorial series by Harry Helps. Hello Everyone! In this comprehensive tutorial, we'll create a subtle looping animation of a manga style environment in Blender! We'll be using a panel from the manga "BLAME!" as our reference! We'll start with a ready-made starter file and design custom materials to give it a manga aesthetic. Then, using the grease pencil tool, we'll draw hand-crafted elements directly into the scene. To enhance the manga aesthetic, we'll apply compositing overlays that give it the feel of a manga page. In the final step, we'll animate the camera and export the finished piece as both a video and an animated GIF! I hope you enjoy the tutorial! See the full 17-part playlist here:
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  • Joseph Jegede’s Journey into Environment Art & Approach to the Emperia x 80 Level Contest

    IntroductionHello, I am Joseph Jegede, born in Nigeria, lived and studied in London, which is also where I started my career as a games developer. Before my game dev career, I was making websites and graphic designs as a hobby but felt an urge to make static images animated and respond to user input. I studied Computer Science at London Metropolitan University for my bachelor’s degree.I worked at Tivola Publishing GmbH, where we developed:Wildshade: Unicorn ChampionsConsole Trailer: YouTubeWildshade Fantasy Horse RacesiOS: App StoreAndroid: Google PlayThis project was initially developed for mobile platforms and was later ported to consoles, which recently launched.I also worked on a personal mobile game project:Shooty GunRelease Date: May 17, 2024PlayBecoming an Environment ArtistWith the release of Unreal Engine 5, the ease of creating and sculpting terrain, then using blueprints to quickly add responsive grass, dirt, and rock materials to my levels, made environment art very enticing and accessible for me. Being a programmer, I often felt the urge to explore more aspects of game development, since the barrier of entry has been completely shattered.I wouldn’t consider myself a full-blown artist just yet. I first learned Blender to build some basic 3D models. We can call it “programmer art” – just enough to get a prototype playable.The main challenges were that most 3D software required subscriptions, which wasn't ideal for someone just learning without commercial intent. Free trials helped at first, but I eventually ran out of emails to renew them. Blender was difficult to grasp initially, but I got through it with the help of countless YouTube tutorials.Whenever I wanted to build a model for a prototype, I would find a tutorial making something similar and follow along.On YouTube, I watched and subscribed to Stylized Station. I also browsed ArtStation regularly for references and inspiration for the types of levels I wanted to build.Environment art was a natural next step in my game dev journey. While I could program gameplay and other systems, I lacked the ability to build engaging levels to make my games feel polished. In the kinds of games I want to create, players will spend most of their time exploring environments. They need to look good and contain landmarks that resonate with the player.My main sources of inspiration are games I’ve played. Sometimes I want to recreate the worlds I've explored. I often return to ArtStation for inspiration and references.Deep Dive Into Art-To-Experience Contest's SubmissionThe project I submitted was originally made for the 80 Level x Emperia contest. Most of the assets were provided as part of the contest.The main character was created in Blender, and the enemy model was a variant of the main character with some minor changes and costume modifications. Animations were sourced from Mixamo and imported into Unreal Engine 5. Texturing and painting were done in Adobe Substance 3D Painter, and materials were created in UE5 from exported textures.Before creating the scene in UE5, I gathered references from ArtStation and Google Images. These were used to sculpt a terrain heightmap. Once the level’s starting point and boss area were defined, I added bamboo trees and planned walkable paths around the map.I created models in Blender and exported them to Substance 3D Painter. Using the Auto UV Unwrap tool, I prepared the models for texturing. Once painted, I exported the textures and applied them to the models in UE5. This workflow was smooth and efficient.In UE5, I converted any assets for level placement into foliage types. This allowed for both random distribution and precise placement using the foliage painter tool, which sped up design significantly.UE5 lighting looked great out-of-the-box. I adjusted the directional light, fog, and shadows to craft a forest atmosphere using the built-in day/night system.I was able to use Emperia's Creator Tools plug-in to set up my scene. The great thing about the tutorial is that it's interactive - as I complete the steps in the UE5 editor, the tutorial window updates and reassures me that I’ve completed the task correctly. This made the setup process easier and faster. Setting up panoramas was also simple - pretty much drag and drop.Advice For BeginnersOne major issue is the rise of AI tools that generate environment art. These tools may discourage beginners who fear they can’t compete. If people stop learning because they think AI will always outperform them, the industry may suffer a creativity drought.My advice to beginners:Choose a game engine you’re comfortable with – Unreal Engine, Unity, etc.Make your idea exist first, polish later. Use free assets from online stores to prototype.Focus on creating game levels with available resources. The important part is getting your world out of your head and into a playable form.Share your work with a community when you're happy with it.Have fun creating your environment – if you enjoy it, others likely will too.Joseph Jegede, Game DeveloperInterview conducted by Theodore McKenzie
    #joseph #jegedes #journey #into #environment
    Joseph Jegede’s Journey into Environment Art & Approach to the Emperia x 80 Level Contest
    IntroductionHello, I am Joseph Jegede, born in Nigeria, lived and studied in London, which is also where I started my career as a games developer. Before my game dev career, I was making websites and graphic designs as a hobby but felt an urge to make static images animated and respond to user input. I studied Computer Science at London Metropolitan University for my bachelor’s degree.I worked at Tivola Publishing GmbH, where we developed:Wildshade: Unicorn ChampionsConsole Trailer: YouTubeWildshade Fantasy Horse RacesiOS: App StoreAndroid: Google PlayThis project was initially developed for mobile platforms and was later ported to consoles, which recently launched.I also worked on a personal mobile game project:Shooty GunRelease Date: May 17, 2024PlayBecoming an Environment ArtistWith the release of Unreal Engine 5, the ease of creating and sculpting terrain, then using blueprints to quickly add responsive grass, dirt, and rock materials to my levels, made environment art very enticing and accessible for me. Being a programmer, I often felt the urge to explore more aspects of game development, since the barrier of entry has been completely shattered.I wouldn’t consider myself a full-blown artist just yet. I first learned Blender to build some basic 3D models. We can call it “programmer art” – just enough to get a prototype playable.The main challenges were that most 3D software required subscriptions, which wasn't ideal for someone just learning without commercial intent. Free trials helped at first, but I eventually ran out of emails to renew them. Blender was difficult to grasp initially, but I got through it with the help of countless YouTube tutorials.Whenever I wanted to build a model for a prototype, I would find a tutorial making something similar and follow along.On YouTube, I watched and subscribed to Stylized Station. I also browsed ArtStation regularly for references and inspiration for the types of levels I wanted to build.Environment art was a natural next step in my game dev journey. While I could program gameplay and other systems, I lacked the ability to build engaging levels to make my games feel polished. In the kinds of games I want to create, players will spend most of their time exploring environments. They need to look good and contain landmarks that resonate with the player.My main sources of inspiration are games I’ve played. Sometimes I want to recreate the worlds I've explored. I often return to ArtStation for inspiration and references.Deep Dive Into Art-To-Experience Contest's SubmissionThe project I submitted was originally made for the 80 Level x Emperia contest. Most of the assets were provided as part of the contest.The main character was created in Blender, and the enemy model was a variant of the main character with some minor changes and costume modifications. Animations were sourced from Mixamo and imported into Unreal Engine 5. Texturing and painting were done in Adobe Substance 3D Painter, and materials were created in UE5 from exported textures.Before creating the scene in UE5, I gathered references from ArtStation and Google Images. These were used to sculpt a terrain heightmap. Once the level’s starting point and boss area were defined, I added bamboo trees and planned walkable paths around the map.I created models in Blender and exported them to Substance 3D Painter. Using the Auto UV Unwrap tool, I prepared the models for texturing. Once painted, I exported the textures and applied them to the models in UE5. This workflow was smooth and efficient.In UE5, I converted any assets for level placement into foliage types. This allowed for both random distribution and precise placement using the foliage painter tool, which sped up design significantly.UE5 lighting looked great out-of-the-box. I adjusted the directional light, fog, and shadows to craft a forest atmosphere using the built-in day/night system.I was able to use Emperia's Creator Tools plug-in to set up my scene. The great thing about the tutorial is that it's interactive - as I complete the steps in the UE5 editor, the tutorial window updates and reassures me that I’ve completed the task correctly. This made the setup process easier and faster. Setting up panoramas was also simple - pretty much drag and drop.Advice For BeginnersOne major issue is the rise of AI tools that generate environment art. These tools may discourage beginners who fear they can’t compete. If people stop learning because they think AI will always outperform them, the industry may suffer a creativity drought.My advice to beginners:Choose a game engine you’re comfortable with – Unreal Engine, Unity, etc.Make your idea exist first, polish later. Use free assets from online stores to prototype.Focus on creating game levels with available resources. The important part is getting your world out of your head and into a playable form.Share your work with a community when you're happy with it.Have fun creating your environment – if you enjoy it, others likely will too.Joseph Jegede, Game DeveloperInterview conducted by Theodore McKenzie #joseph #jegedes #journey #into #environment
    Joseph Jegede’s Journey into Environment Art & Approach to the Emperia x 80 Level Contest
    80.lv
    IntroductionHello, I am Joseph Jegede, born in Nigeria, lived and studied in London, which is also where I started my career as a games developer. Before my game dev career, I was making websites and graphic designs as a hobby but felt an urge to make static images animated and respond to user input. I studied Computer Science at London Metropolitan University for my bachelor’s degree.I worked at Tivola Publishing GmbH, where we developed:Wildshade: Unicorn Champions (PlayStation, Xbox, Nintendo Switch)Console Trailer: YouTubeWildshade Fantasy Horse Races (iOS, Android)iOS: App StoreAndroid: Google PlayThis project was initially developed for mobile platforms and was later ported to consoles, which recently launched.I also worked on a personal mobile game project:Shooty GunRelease Date: May 17, 2024PlayBecoming an Environment ArtistWith the release of Unreal Engine 5, the ease of creating and sculpting terrain, then using blueprints to quickly add responsive grass, dirt, and rock materials to my levels, made environment art very enticing and accessible for me. Being a programmer, I often felt the urge to explore more aspects of game development, since the barrier of entry has been completely shattered.I wouldn’t consider myself a full-blown artist just yet. I first learned Blender to build some basic 3D models. We can call it “programmer art” – just enough to get a prototype playable.The main challenges were that most 3D software required subscriptions, which wasn't ideal for someone just learning without commercial intent. Free trials helped at first, but I eventually ran out of emails to renew them. Blender was difficult to grasp initially, but I got through it with the help of countless YouTube tutorials.Whenever I wanted to build a model for a prototype, I would find a tutorial making something similar and follow along.On YouTube, I watched and subscribed to Stylized Station. I also browsed ArtStation regularly for references and inspiration for the types of levels I wanted to build.Environment art was a natural next step in my game dev journey. While I could program gameplay and other systems, I lacked the ability to build engaging levels to make my games feel polished. In the kinds of games I want to create, players will spend most of their time exploring environments. They need to look good and contain landmarks that resonate with the player.My main sources of inspiration are games I’ve played. Sometimes I want to recreate the worlds I've explored. I often return to ArtStation for inspiration and references.Deep Dive Into Art-To-Experience Contest's SubmissionThe project I submitted was originally made for the 80 Level x Emperia contest. Most of the assets were provided as part of the contest.The main character was created in Blender, and the enemy model was a variant of the main character with some minor changes and costume modifications. Animations were sourced from Mixamo and imported into Unreal Engine 5. Texturing and painting were done in Adobe Substance 3D Painter, and materials were created in UE5 from exported textures.Before creating the scene in UE5, I gathered references from ArtStation and Google Images. These were used to sculpt a terrain heightmap. Once the level’s starting point and boss area were defined, I added bamboo trees and planned walkable paths around the map.I created models in Blender and exported them to Substance 3D Painter. Using the Auto UV Unwrap tool, I prepared the models for texturing. Once painted, I exported the textures and applied them to the models in UE5. This workflow was smooth and efficient.In UE5, I converted any assets for level placement into foliage types. This allowed for both random distribution and precise placement using the foliage painter tool, which sped up design significantly.UE5 lighting looked great out-of-the-box. I adjusted the directional light, fog, and shadows to craft a forest atmosphere using the built-in day/night system.I was able to use Emperia's Creator Tools plug-in to set up my scene. The great thing about the tutorial is that it's interactive - as I complete the steps in the UE5 editor, the tutorial window updates and reassures me that I’ve completed the task correctly. This made the setup process easier and faster. Setting up panoramas was also simple - pretty much drag and drop.Advice For BeginnersOne major issue is the rise of AI tools that generate environment art. These tools may discourage beginners who fear they can’t compete. If people stop learning because they think AI will always outperform them, the industry may suffer a creativity drought.My advice to beginners:Choose a game engine you’re comfortable with – Unreal Engine, Unity, etc.Make your idea exist first, polish later. Use free assets from online stores to prototype.Focus on creating game levels with available resources. The important part is getting your world out of your head and into a playable form.Share your work with a community when you're happy with it.Have fun creating your environment – if you enjoy it, others likely will too.Joseph Jegede, Game DeveloperInterview conducted by Theodore McKenzie
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  • Blender Developers Meeting Notes: 18 August 2025

    Blender Developers Meeting Notes: 18 August 2025

    By
    n8n

    on
    August 19, 2025

    Blender Development

    Notes for weekly communication of ongoing projects and modules.
    This is a selection of changes that happened over the last week. For a full overview including fixes, code only changes and more visit projects.blender.org.

    Reset various runtime data for writing files-Improve RNA performance tests flexibility.-Move VSync from an environment variable to an argument-Recognize ACES config un-tone-mapped view-Allow empty names in File Output node-Support strings sockets-Allow menu sockets for pixel nodes-Removing Sun Beams node-Don’t get/set PWD env var for working directory functions-Parallelize NURBS basis cache evaluation with Ocomplexity-Add cyclic curve offsets cache-Do not sample direct light when ray segment is invalid-Always add world as object-Create one box for vdb mesh instead of many-Render volume by ray marching through octrees-Compute volume transmittance using telescoping-Shade volume with null scattering-Volume Scattering Probability Guiding-Use RGBE for denoised guiding buffers to reduce memory usage-Use analytic formula for homogeneous volume-Add and update volume test files-Store octree parent nodes in a stack-oneAPI: Disable L0 copy optimization for several dGPUs-Use deterministic linear interpolation for velocity-Use one-tap stochastic interpolation for volume-Add material name collision mode-Shader:

    Add support for full template specialization-Rewrite default_argument_mutation using parser-Fix parser not being consistent-Replace template macro implementation by copy paste-Preprocess: Improve error reporting-Remove Shader Draw Parameter workaround-Add flag for shader debug info generation-Improve cyclical end cap rendering-Export other curve types to SVG-Edit Mode Pen Tool-Support extracting Vulkan & OpenGL args even when disabled-Add Apply Transforms option to obj exporter-Fix recursive resync incorrectly clearing hierarchy info.-Prevent matching collection items only by their index if a name and ID are provided.-Avoid quadratic vertex valence complexity for corner normals-Improve performance and compression, always compress-Allow Preferences editor to be opened in Maximized Area-Gray out or hide asset shelf toggle if not available-Center-align header modal status text-Prevent automatic mode switching in certain scenarios-Remove liboverride UI dead code, improve UI messages.-Prevent ‘liboverride’ ‘decorator’ button to control keyframes.-Widen Preferences Window-Theme: Move curve handle properties in common-Generalized Alert and Popup Block Error Indication-Tree View: Operator to delete with X key-Use UI_alert For Vulcan Fallback Warning-Remove unused theme properties-Warning When Dragging Non-Blend File Onto Executable-“Duplicate Strips” also duplicates referenced IDs-Add copy and paste operators to preview keymap-Improve Histogram scope for HDR content-Add scene assets through strip add menu-Clear Strip Keyframes from Preview-Enable Pie Menu on Drag for Preview Keyframe Insert-Add “Mirror” menu to preview strip menu-Disable descriptor buffers-Swap to system memory for device local memory-Destroy resources in submission thread-Update VMA to 3.3.0-Remove MoltenVK-Enable maintenance4 in VMA-Add message type for remote downloader messages to message bus-
    #blender #developers #meeting #notes #august
    Blender Developers Meeting Notes: 18 August 2025
    Blender Developers Meeting Notes: 18 August 2025 By n8n on August 19, 2025 Blender Development Notes for weekly communication of ongoing projects and modules. This is a selection of changes that happened over the last week. For a full overview including fixes, code only changes and more visit projects.blender.org. Reset various runtime data for writing files-Improve RNA performance tests flexibility.-Move VSync from an environment variable to an argument-Recognize ACES config un-tone-mapped view-Allow empty names in File Output node-Support strings sockets-Allow menu sockets for pixel nodes-Removing Sun Beams node-Don’t get/set PWD env var for working directory functions-Parallelize NURBS basis cache evaluation with Ocomplexity-Add cyclic curve offsets cache-Do not sample direct light when ray segment is invalid-Always add world as object-Create one box for vdb mesh instead of many-Render volume by ray marching through octrees-Compute volume transmittance using telescoping-Shade volume with null scattering-Volume Scattering Probability Guiding-Use RGBE for denoised guiding buffers to reduce memory usage-Use analytic formula for homogeneous volume-Add and update volume test files-Store octree parent nodes in a stack-oneAPI: Disable L0 copy optimization for several dGPUs-Use deterministic linear interpolation for velocity-Use one-tap stochastic interpolation for volume-Add material name collision mode-Shader: Add support for full template specialization-Rewrite default_argument_mutation using parser-Fix parser not being consistent-Replace template macro implementation by copy paste-Preprocess: Improve error reporting-Remove Shader Draw Parameter workaround-Add flag for shader debug info generation-Improve cyclical end cap rendering-Export other curve types to SVG-Edit Mode Pen Tool-Support extracting Vulkan & OpenGL args even when disabled-Add Apply Transforms option to obj exporter-Fix recursive resync incorrectly clearing hierarchy info.-Prevent matching collection items only by their index if a name and ID are provided.-Avoid quadratic vertex valence complexity for corner normals-Improve performance and compression, always compress-Allow Preferences editor to be opened in Maximized Area-Gray out or hide asset shelf toggle if not available-Center-align header modal status text-Prevent automatic mode switching in certain scenarios-Remove liboverride UI dead code, improve UI messages.-Prevent ‘liboverride’ ‘decorator’ button to control keyframes.-Widen Preferences Window-Theme: Move curve handle properties in common-Generalized Alert and Popup Block Error Indication-Tree View: Operator to delete with X key-Use UI_alert For Vulcan Fallback Warning-Remove unused theme properties-Warning When Dragging Non-Blend File Onto Executable-“Duplicate Strips” also duplicates referenced IDs-Add copy and paste operators to preview keymap-Improve Histogram scope for HDR content-Add scene assets through strip add menu-Clear Strip Keyframes from Preview-Enable Pie Menu on Drag for Preview Keyframe Insert-Add “Mirror” menu to preview strip menu-Disable descriptor buffers-Swap to system memory for device local memory-Destroy resources in submission thread-Update VMA to 3.3.0-Remove MoltenVK-Enable maintenance4 in VMA-Add message type for remote downloader messages to message bus- #blender #developers #meeting #notes #august
    Blender Developers Meeting Notes: 18 August 2025
    www.blendernation.com
    Blender Developers Meeting Notes: 18 August 2025 By n8n on August 19, 2025 Blender Development Notes for weekly communication of ongoing projects and modules. This is a selection of changes that happened over the last week. For a full overview including fixes, code only changes and more visit projects.blender.org. Reset various runtime data for writing files (commit) - (Hans Goudey) Improve RNA performance tests flexibility. (commit) - (Bastien Montagne) Move VSync from an environment variable to an argument (commit) - (Campbell Barton) Recognize ACES config un-tone-mapped view (commit) - (Brecht Van Lommel) Allow empty names in File Output node (commit) - (Omar Emara) Support strings sockets (commit) - (Omar Emara) Allow menu sockets for pixel nodes (commit) - (Omar Emara) Removing Sun Beams node (commit) - (Mohamed Hassan) Don’t get/set PWD env var for working directory functions (commit) - (Jesse Yurkovich) Parallelize NURBS basis cache evaluation with O(n) complexity (commit) - (Mattias Fredriksson) Add cyclic curve offsets cache (commit) - (Hans Goudey) Do not sample direct light when ray segment is invalid (commit) - (Weizhen Huang) Always add world as object (commit) - (Weizhen Huang) Create one box for vdb mesh instead of many (commit) - (Weizhen Huang) Render volume by ray marching through octrees (commit) - (Weizhen Huang) Compute volume transmittance using telescoping (commit) - (Weizhen Huang) Shade volume with null scattering (commit) - (Weizhen Huang) Volume Scattering Probability Guiding (commit) - (Weizhen Huang) Use RGBE for denoised guiding buffers to reduce memory usage (commit) - (Weizhen Huang) Use analytic formula for homogeneous volume (commit) - (Weizhen Huang) Add and update volume test files (commit) - (Weizhen Huang) Store octree parent nodes in a stack (commit) - (Weizhen Huang) oneAPI: Disable L0 copy optimization for several dGPUs (commit) - (Nikita Sirgienko) Use deterministic linear interpolation for velocity (commit) - (Weizhen Huang) Use one-tap stochastic interpolation for volume (commit) - (Weizhen Huang) Add material name collision mode (commit) - (Oxicid) Shader: Add support for full template specialization (commit) - (Clément Foucault) Rewrite default_argument_mutation using parser (commit) - (Clément Foucault) Fix parser not being consistent (commit) - (Clément Foucault) Replace template macro implementation by copy paste (commit) - (Clément Foucault) Preprocess: Improve error reporting (commit) - (Clément Foucault) Remove Shader Draw Parameter workaround (commit) - (Clément Foucault) Add flag for shader debug info generation (commit) - (Christoph Neuhauser) Improve cyclical end cap rendering (commit) - (Casey Bianco-Davis) Export other curve types to SVG (commit) - (Casey Bianco-Davis) Edit Mode Pen Tool (commit) - (Casey Bianco-Davis) Support extracting Vulkan & OpenGL args even when disabled (commit) - (Campbell Barton) Add Apply Transforms option to obj exporter (commit) - (Thomas Hope) Fix recursive resync incorrectly clearing hierarchy info. (commit) - (Bastien Montagne) Prevent matching collection items only by their index if a name and ID are provided. (commit) - (Bastien Montagne) Avoid quadratic vertex valence complexity for corner normals (commit) - (_илья __) Improve performance and compression, always compress (commit) - (Aras Pranckevicius) Allow Preferences editor to be opened in Maximized Area (commit) - (Jonas Holzman) Gray out or hide asset shelf toggle if not available (commit) - (Julian Eisel) Center-align header modal status text (commit) - (Pablo Vazquez) Prevent automatic mode switching in certain scenarios (commit) - (Sean Kim) Remove liboverride UI dead code, improve UI messages. (commit) - (Bastien Montagne) Prevent ‘liboverride’ ‘decorator’ button to control keyframes. (commit) - (Bastien Montagne) Widen Preferences Window (commit) - (Pablo Vazquez) Theme: Move curve handle properties in common (commit) - (Nika Kutsniashvili) Generalized Alert and Popup Block Error Indication (commit) - (Harley Acheson) Tree View: Operator to delete with X key (commit) - (Pratik Borhade) Use UI_alert For Vulcan Fallback Warning (commit) - (Harley Acheson) Remove unused theme properties (commit) - (Nika Kutsniashvili) Warning When Dragging Non-Blend File Onto Executable (commit) - (Harley Acheson) “Duplicate Strips” also duplicates referenced IDs (commit) - (Falk David) Add copy and paste operators to preview keymap (commit) - (Ramon Klauck) Improve Histogram scope for HDR content (commit) - (Aras Pranckevicius) Add scene assets through strip add menu (commit) - (Falk David) Clear Strip Keyframes from Preview (commit) - (Ramon Klauck) Enable Pie Menu on Drag for Preview Keyframe Insert (commit) - (Ramon Klauck) Add “Mirror” menu to preview strip menu (commit) - (Ramon Klauck) Disable descriptor buffers (commit) - (Jeroen Bakker) Swap to system memory for device local memory (commit) - (Jeroen Bakker) Destroy resources in submission thread (commit) - (Jeroen Bakker) Update VMA to 3.3.0 (commit) - (Jeroen Bakker) Remove MoltenVK (commit) - (Jeroen Bakker) Enable maintenance4 in VMA (commit) - (Jeroen Bakker) Add message type for remote downloader messages to message bus (commit) - (Julian Eisel)
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  • يا جماعة، شفتوا آخر الأخبار على H20 Chips؟!

    اليوم قرأت تقرير يقول بلي CEO تاع الشركة صرح أن صادرات H20 تشيب للصين ما فيها حتى خطر أمني! يعني الأمور راها واضحة، والاقتصاد العالمي يمكن نفرحوا بيه أكثر. المقال يناقش كيفاش الشركات هاذي تقضي على المخاوف اللي كانت موجودة بخصوص الأمن والتكنولوجيا.

    بصراحة، الموضوع هذا يخليني متفائل على مستقبل الشراكات التكنولوجية، خاصة مع الصين. كي نشوف الشركات قادرة على تجاوز هذه الحواجز، نقول بلي الابتكار راح يكون في متناول يديك.

    ديروا بالكم، وخلينا نفكروا في مستقبل التكنولوجيا والتعاون الدولي!

    https://forbesmiddleeast.com/innovation/technology/h20-chip-exports-to-china-pose-no-security-risk-ceo-reportedly-says
    #تكنولوجيا #تعاون_دولي #H20Chips #أمن_تكنولوجي #الابتكار
    يا جماعة، شفتوا آخر الأخبار على H20 Chips؟! 🤩 اليوم قرأت تقرير يقول بلي CEO تاع الشركة صرح أن صادرات H20 تشيب للصين ما فيها حتى خطر أمني! يعني الأمور راها واضحة، والاقتصاد العالمي يمكن نفرحوا بيه أكثر. المقال يناقش كيفاش الشركات هاذي تقضي على المخاوف اللي كانت موجودة بخصوص الأمن والتكنولوجيا. بصراحة، الموضوع هذا يخليني متفائل على مستقبل الشراكات التكنولوجية، خاصة مع الصين. كي نشوف الشركات قادرة على تجاوز هذه الحواجز، نقول بلي الابتكار راح يكون في متناول يديك. ديروا بالكم، وخلينا نفكروا في مستقبل التكنولوجيا والتعاون الدولي! https://forbesmiddleeast.com/innovation/technology/h20-chip-exports-to-china-pose-no-security-risk-ceo-reportedly-says #تكنولوجيا #تعاون_دولي #H20Chips #أمن_تكنولوجي #الابتكار
    forbesmiddleeast.com
    H20 Chip Exports To China Pose No Security Risk, CEO Reportedly Says
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  • يا جماعة، واش راكم؟ اليوم حبيت نهدر على موضوع يهم الجميع، خاصة مع الوضعية الاقتصادية اللي نعيشوها.

    سمعتوا بلي صادرات اليابان ولات في أقل مستوى لها منذ 4 سنين، وهادي كاينة في تقرير جاي من Forbes. في يوليو، بلغت الصادرات 63.4 مليار دولار، والسبب هو تأثير التعريفات الجمركية الأمريكية. يعني الأزمة الاقتصادية كيبان تأثيرها على الدول الكبار كيما اليابان.

    شخصياً، نشوف بلي هاد الشي يخلينا نفكروا في كيفية تأقلمنا مع التغيرات الاقتصادية. كيما كي نواجهوا صعوبات في حياتنا اليومية، الدول زادة عندها تحديات.

    خلونا نفكروا في المستقبل وكيفاش نقدروا نتجاوزوا هاد الصعوبات ونبنيوا اقتصادات قوية.

    https://forbesmiddleeast.com/industry/economy/japans-exports-hit-four-year-low-as-us-tariffs-bite
    #اقتصاد #Japan #Exports #Tariffs #تجارة
    يا جماعة، واش راكم؟ اليوم حبيت نهدر على موضوع يهم الجميع، خاصة مع الوضعية الاقتصادية اللي نعيشوها. سمعتوا بلي صادرات اليابان ولات في أقل مستوى لها منذ 4 سنين، وهادي كاينة في تقرير جاي من Forbes. في يوليو، بلغت الصادرات 63.4 مليار دولار، والسبب هو تأثير التعريفات الجمركية الأمريكية. يعني الأزمة الاقتصادية كيبان تأثيرها على الدول الكبار كيما اليابان. شخصياً، نشوف بلي هاد الشي يخلينا نفكروا في كيفية تأقلمنا مع التغيرات الاقتصادية. كيما كي نواجهوا صعوبات في حياتنا اليومية، الدول زادة عندها تحديات. خلونا نفكروا في المستقبل وكيفاش نقدروا نتجاوزوا هاد الصعوبات ونبنيوا اقتصادات قوية. https://forbesmiddleeast.com/industry/economy/japans-exports-hit-four-year-low-as-us-tariffs-bite #اقتصاد #Japan #Exports #Tariffs #تجارة
    forbesmiddleeast.com
    Japan’s Exports Drop To 4-Year Low Of $63.4B In July Amid US Tariff Impact
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  • يا جماعة، شوفوا اليابان!

    الاقتصاد تاعها فاجأ الجميع وحقق نمو بـ 1% في الربع الثاني، وهذا بفضل الصادرات! يعني، رغم التحديات، اليابانيين أثبتوا باللي عندهم قوة كبيرة في السوق العالمية.

    من تجربتي، كيما نقول في دزاير "ما ضيعش وقتك في الكلام، خدم وعمل!"، اليابان تعكس هذي الفكرة. لما يكون لديك رؤية واضحة وتعمل بجد، تقدر تحقق نتائج رائعة حتى في أسوأ الظروف.

    خليونا نتعلم من تجارب الآخرين ونكون دايماً طموحين. حطوا أهدافكم واشتغلوا على روحكم، النجاح ما يجيش صدفة!

    https://forbesmiddleeast.com/industry/economy/japans-economy-expands-more-than-expected-at-1-in-q2-on-resilient-exports

    #اقتصاد #Japan #Exports #تحفيز #Mentorship
    🇯🇵💼 يا جماعة، شوفوا اليابان! 🇯🇵💼 الاقتصاد تاعها فاجأ الجميع وحقق نمو بـ 1% في الربع الثاني، وهذا بفضل الصادرات! يعني، رغم التحديات، اليابانيين أثبتوا باللي عندهم قوة كبيرة في السوق العالمية. من تجربتي، كيما نقول في دزاير "ما ضيعش وقتك في الكلام، خدم وعمل!"، اليابان تعكس هذي الفكرة. لما يكون لديك رؤية واضحة وتعمل بجد، تقدر تحقق نتائج رائعة حتى في أسوأ الظروف. خليونا نتعلم من تجارب الآخرين ونكون دايماً طموحين. حطوا أهدافكم واشتغلوا على روحكم، النجاح ما يجيش صدفة! https://forbesmiddleeast.com/industry/economy/japans-economy-expands-more-than-expected-at-1-in-q2-on-resilient-exports #اقتصاد #Japan #Exports #تحفيز #Mentorship
    forbesmiddleeast.com
    Japan’s Economy Outperforms Forecasts, Q2 Growth Hits 1% Driven By Exports
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  • أيا جماعة، شفتو الفيديو الجديد؟ "طاقة - تعاون" وين عرقاب يستقبل الأمين العام لمنتدى الدول المصدرة للغاز محمد حامل!

    في هاد الفيديو، راح نشوفو كيفاش التعاون بين الدول المنتجة للغاز يقدر يخلق فرص جديدة ويعزز من الطاقة المتجددة. حكايات ولقاءات مهمة تأكد على أهمية الشراكة في مجال الطاقة.

    أنا شخصياً، دايماً كأقول إنو التعاون هو المفتاح لكل نجاح، خاصة في مجالات حساسة كيف الطاقة. كي نشوفو الدول تتحد وتشتغل مع بعض، نعرفو باللي المستقبل يكون أفضل للجميع.

    شوفو الفيديو وخلّو أفكاركم تسبح في بحر التعاون والإبداع في مجال الطاقة.

    https://www.youtube.com/watch?v=uHmuemwLvbA

    #طاقة #تعاون #GasExportingCountries #Energie #الجزائر
    🌟 أيا جماعة، شفتو الفيديو الجديد؟ "طاقة - تعاون" وين عرقاب يستقبل الأمين العام لمنتدى الدول المصدرة للغاز محمد حامل! 🤝🔥 في هاد الفيديو، راح نشوفو كيفاش التعاون بين الدول المنتجة للغاز يقدر يخلق فرص جديدة ويعزز من الطاقة المتجددة. حكايات ولقاءات مهمة تأكد على أهمية الشراكة في مجال الطاقة. 💡✨ أنا شخصياً، دايماً كأقول إنو التعاون هو المفتاح لكل نجاح، خاصة في مجالات حساسة كيف الطاقة. كي نشوفو الدول تتحد وتشتغل مع بعض، نعرفو باللي المستقبل يكون أفضل للجميع. 🌍❤️ شوفو الفيديو وخلّو أفكاركم تسبح في بحر التعاون والإبداع في مجال الطاقة. https://www.youtube.com/watch?v=uHmuemwLvbA #طاقة #تعاون #GasExportingCountries #Energie #الجزائر
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  • يا جماعة، شفتوا الفيديو الجديد اللي يحكي على RS6 C7؟ هذا الفيديو راهو خاص بكل محبي السيارات في الجزائر!

    فيه نعرضو سيارة الأحلام، RS6 C7، اللي تخلي قلب كل عاشق للسيارات ينبض بسرعة! كلشي فيها يعيشك الأدرينالين، وتخليك تحس بالشغف كي تسوقها.

    كي نتحدث على السيارات، ما نقدرش ما نتذكرش أول مرة سقت فيها سيارة رياضية! كان شعور مازال عالق في بالي. ولي يحب يجيب سيارة جديدة من دبي، Turbo dz Export راهي هنا للمساعدة ! عندهم سيارات متوفرة مثل Swift وCelerio وCreta وغيرها.

    خليكم مع الفيديو وتخيلوا روحكم تسوقوا هذي السيارة، راهي تجربة تستحق التفكير فيها!

    https://www.youtube.com/watch?v=gzsuI3M2gfA

    #سيارات #Voitures #PassionAutomobile #RS6 #Algerie
    🚗💨 يا جماعة، شفتوا الفيديو الجديد اللي يحكي على RS6 C7؟ هذا الفيديو راهو خاص بكل محبي السيارات في الجزائر! 🇩🇿✨ فيه نعرضو سيارة الأحلام، RS6 C7، اللي تخلي قلب كل عاشق للسيارات ينبض بسرعة! 😍 كلشي فيها يعيشك الأدرينالين، وتخليك تحس بالشغف كي تسوقها. كي نتحدث على السيارات، ما نقدرش ما نتذكرش أول مرة سقت فيها سيارة رياضية! كان شعور مازال عالق في بالي. ولي يحب يجيب سيارة جديدة من دبي، Turbo dz Export راهي هنا للمساعدة 🚀! عندهم سيارات متوفرة مثل Swift وCelerio وCreta وغيرها. خليكم مع الفيديو وتخيلوا روحكم تسوقوا هذي السيارة، راهي تجربة تستحق التفكير فيها! https://www.youtube.com/watch?v=gzsuI3M2gfA #سيارات #Voitures #PassionAutomobile #RS6 #Algerie
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  • يا جماعة، اليوم راح نتعرفوا على Audi Q3 بطريقة جديدة، في الفيديو الجديد "Audi Q3 VLOG !!! Alger vers Akbou"!

    الفيديو هادا مسيطر عليه من طرف Turbo dz Export، وين راح تشوفوا تجربة قيادة رائعة من الجزائر لأكبو، مع طلة على ديزاين السيارة وراحة السفر. بصراحة، أنا شفت هي السيارة في المعرض، وكنت معجب بها بزاف، خاصةً في الطريق السريع!

    إذا كنت تفكر تشري سيارة جديدة، ما عليك غير تتصل بـ Turbo dz Export على الواتس اب وراح يوريك السيارات المتوفرة، من Swift لحد Picanto، كلشي في متناول يدك!

    راهي فرصة باش تتعرف أكثر على عالم السيارات وتلقى اللي يناسبك.

    https://www.youtube.com/watch?v=amcovVzse_8
    #سيارات #AudiQ3 #TurboDzExport #تجربة #AutoVlog
    🚗💨 يا جماعة، اليوم راح نتعرفوا على Audi Q3 بطريقة جديدة، في الفيديو الجديد "Audi Q3 VLOG !!! Alger vers Akbou"! 🌟 الفيديو هادا مسيطر عليه من طرف Turbo dz Export، وين راح تشوفوا تجربة قيادة رائعة من الجزائر لأكبو، مع طلة على ديزاين السيارة وراحة السفر. بصراحة، أنا شفت هي السيارة في المعرض، وكنت معجب بها بزاف، خاصةً في الطريق السريع! إذا كنت تفكر تشري سيارة جديدة، ما عليك غير تتصل بـ Turbo dz Export على الواتس اب وراح يوريك السيارات المتوفرة، من Swift لحد Picanto، كلشي في متناول يدك! 🚙✨ راهي فرصة باش تتعرف أكثر على عالم السيارات وتلقى اللي يناسبك. https://www.youtube.com/watch?v=amcovVzse_8 #سيارات #AudiQ3 #TurboDzExport #تجربة #AutoVlog
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  • شوفو ها الفيديو لي راح يخلّيكم تفخروا ببلادكم! الجزائر حققت إنجاز كبير في عالم الصناعة العسكرية، وصارت من كبار المصدرين للسلاح! من استيراد لبلادنا، اليوم الجزائر تصنع وتحصد إعجاب العالم بأسلحة ذات جودة عالية.

    كيفاش؟ ببساطة، بفضل سياسة تصنيعية ذكية وتفاني شبابنا، الجزائر قدرت تدخل نادي الكبار في صناعة السلاح. المنتوجات العسكرية الجزائرية وصلت بيدينا لعدة دول، وولّينا نتحدثوا عن الجزائر كقوة إقليمية صاعدة.

    شخصياً، ما كنتش متوقع هاد التحول، لكن اليوم نعرف أن بلادنا قادرة على المنافسة في جميع الميادين.

    تابعوا الفيديو وشوفوا كيفاش الجزائر تكتب تاريخها العسكري بدماء أبنائها!

    https://www.youtube.com/watch?v=3fU9xyqSGbo
    #الجزائر #الصناعة_العسكرية #تصدير_السلاح #AlgeriaArmy #ExportPower
    🌟 شوفو ها الفيديو لي راح يخلّيكم تفخروا ببلادكم! 💪🎥 الجزائر حققت إنجاز كبير في عالم الصناعة العسكرية، وصارت من كبار المصدرين للسلاح! من استيراد لبلادنا، اليوم الجزائر تصنع وتحصد إعجاب العالم بأسلحة ذات جودة عالية. 🔧 كيفاش؟ ببساطة، بفضل سياسة تصنيعية ذكية وتفاني شبابنا، الجزائر قدرت تدخل نادي الكبار في صناعة السلاح. المنتوجات العسكرية الجزائرية وصلت بيدينا لعدة دول، وولّينا نتحدثوا عن الجزائر كقوة إقليمية صاعدة. شخصياً، ما كنتش متوقع هاد التحول، لكن اليوم نعرف أن بلادنا قادرة على المنافسة في جميع الميادين. 📈 تابعوا الفيديو وشوفوا كيفاش الجزائر تكتب تاريخها العسكري بدماء أبنائها! https://www.youtube.com/watch?v=3fU9xyqSGbo #الجزائر #الصناعة_العسكرية #تصدير_السلاح #AlgeriaArmy #ExportPower
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  • سلام جماعة! عندي ليكم فيديو رائع حبيت نشاركه معاكم!

    في هذا الفيديو، أ.د. كمال ديب يتحدث عن التجارة الخارجية، بموضوع التصدير والاستيراد. بصح، ماشي غير كلمات معقدة، هو يشرح كيفاش نقدروا نستغلو الفرص المتاحة في السوق العالمية. التجارة، يا جماعة، هي مفتاح التنمية والازدهار، وعلينا نفهموها مليح!

    من تجربتي الشخصية، التجارة كانت دايمًا مصدر تحدي وفرصة في نفس الوقت. الحاجة اللي تعلمتها هي أهمية أنو نكونواعى لكل التفاصيل حتى ننجحو في هذا المجال.

    يا ريت نفكروا مليح في الفرص اللي ممكن تجيبها التجارة الخارجية لبلادنا، ونكونوا جزء من التغيير!

    https://www.youtube.com/watch?v=G5PgU7Lv7CU
    #تجارة_خارجية #ExportImport #الاقتصاد_الجزائري #Commerce #GlobalMarket
    🎉 سلام جماعة! عندي ليكم فيديو رائع حبيت نشاركه معاكم! في هذا الفيديو، أ.د. كمال ديب يتحدث عن التجارة الخارجية، بموضوع التصدير والاستيراد. بصح، ماشي غير كلمات معقدة، هو يشرح كيفاش نقدروا نستغلو الفرص المتاحة في السوق العالمية. التجارة، يا جماعة، هي مفتاح التنمية والازدهار، وعلينا نفهموها مليح! من تجربتي الشخصية، التجارة كانت دايمًا مصدر تحدي وفرصة في نفس الوقت. الحاجة اللي تعلمتها هي أهمية أنو نكونواعى لكل التفاصيل حتى ننجحو في هذا المجال. يا ريت نفكروا مليح في الفرص اللي ممكن تجيبها التجارة الخارجية لبلادنا، ونكونوا جزء من التغيير! https://www.youtube.com/watch?v=G5PgU7Lv7CU #تجارة_خارجية #ExportImport #الاقتصاد_الجزائري #Commerce #GlobalMarket
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