
DMXLightingBase — beams and haze on stage Green lasers, violet lighting, and haze overlap across the stage. A look at the colors and layers formed by multiple lights in space.
Moments from my work and everyday life, in photos and videos.

DMXLightingBase — beams and haze on stage Green lasers, violet lighting, and haze overlap across the stage. A look at the colors and layers formed by multiple lights in space.
1 / 2Terminal — baked lighting and real-time GI Matching views from Terminal in Unity's official URP 3D Sample, comparing baked GI with SSAO against real-time SCGI with GTAO. The images show lighting and shading around the main hall and an entrance. The original environment is Unity's official sample.
1 / 2Unity 6.7 — real-time GI sample Red color bleeding onto a white block, followed by an overview of the small test room. SCGI and GTAO are used to explore indirect light and contact shading between objects.
1 / 4Spaces rendered with my URP path tracer A sunlit lounge, a warm cafe, a neon atrium, and a courtyard at sunset, captured in 4K. Window shadows, emissive sculptures, and reflections on floors and water explore different lighting and materials.
1 / 2Neural rendering in URP — before and after Matching camera and lighting setups with NR off and its full effect enabled. Studio and library views show changes in the character's skin, hair, and surrounding shading.
1 / 2SurfaceFx — sweat on a toon character Front and side views of a thin sweat film and small droplets on the skin, with wet highlights balanced against the character's skin tones.