Every pixel is ray-marched through a signed-distance field by nx_sdfrender. The face is CSG: eye sockets, mouth and nostrils CARVED by subtraction, eyeballs seated with iris/pupil/sclera materials and a wet catchlight. Studio light transport: GGX microfacet skin, 1-bounce path-traced GI, IBL sky specular, soft shadows + AO, ground contact shadow on a reflective floor, ACES tonemap, 2x2 supersampled AA. NEW: rendered 13x faster across 16 cores by our own thread pool (nx_sdfrender_mt, byte-identical, gate-proven), and the character now wears DATA layers: 5 hairstyles (this page: LONG with face-framing curtains), glam makeup (berry lips, plum lid eyeshadow, rosy cheek apples routed through the skin pipeline), and per-region body-hair grooming. NEWEST (A-R2): face AND figure now carry reference-projected skin from a HI-RES frontal close-up our own Z-Image generator produced — exact-mapped (2px), gate-proven, and the fit metric says the projected render is 2x closer to the reference than the procedural skin was. The reference-grounded ladder is climbing. Zero WebGL, zero libraries — our language, compiler, threads, renderer and image codec. Honest tier: our no-reference photoreal ruler (nx_natstat, NIQE-family) grades this render 405/1000 SEMI-REAL vs 600 for our own 2D Z-Image generator — the base geometry is still stylized clay; the real unlock is reference-grounded geometry, named and queued. Real light transport, honest ladder.
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