Deathrey @Deathreycg
Joined August 2017-
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Want to learn more about Nanite’s GPU-driven material pipeline, its core components, and how they fit into the system’s overall design? Download the slides from our GDC 2024 presentation here! epic.gm/nanite-gpu-dri…
In our latest @I3DCONF paper, we transform any rasterizer into a differentiable one with minimal engineering and zero external dependencies. Optimize game assets and volumes, train 3D Gaussian Splats, etc. directly within your existing engine. Compute shaders is all you need!
New blog post! "Meshlet triangle locality matters", in which we discover an unexpected efficiency property of mesh shaders on NVidia hardware, and attempt to deal with it. Retweets appreciated! zeux.io/2024/04/09/mes…
#UE5 #gamedev #vfx #indiegame New video is out 🥳I wanted to experiment with a tiling-mesh technique to create fluid VFXs for a while now and see the pros & cons... And it definitely has its pros and cons😄 30min-long technical deep dive linked below ⬇️
This is actually a lovely thing everyone in Unreal ecosystem should be keeping eye on.
This is actually a lovely thing everyone in Unreal ecosystem should be keeping eye on.
Hi SDF friends, here's a full rewrite about smooth-minimums (soft blends/unions), where I introduce Normalization, Kernels, a circular smooth-min and an analysis of several blend functions. Hope you enjoy it! iquilezles.org/articles/smin/ (new stuff starts about 1/3 into the article)
A first demonstration of Cellular Automata GI in 3D. The different injection phases are shown in the video. Sunlight and Skylight are propagated and injected with pure CA too!
Ok I guess this is it: Volume Path Tracing on Cloud shader toy: shadertoy.com/view/NdcGzl !!! BEWARE BEFORE CLICKING: one of the shader takes >3min to compile and may even fail. !!!
🥳 Part 1 is LIVE! Breakdown of my Niagara-driven 2D wind system with controllable wind direction, force, gusts & turbulence! youtu.be/P7lZ-D-Fkus?si…
Who's got two thumbs and is back on his bullshit... Testing overkill wave-data sampling with 250,000 little bloopers.
Next up for our tour of #UnrealEngine5.3 features - data channel emission! This lets you source fluid from particles that are part of a different system. This is very handy for working in the viewport as you can easily modify your sources without opening the #Niagara Editor.
Revamped the particle movement to be 100% physics driven, which looks a lot better. (Green = buoyancy lift) Not sure what I'm even doing at this point, but I'll tell you what, kid... GPUs are BONKERS. This is a GeForce1080 from like 2017... what is math even.
Revamped the particle movement to be 100% physics driven, which looks a lot better. (Green = buoyancy lift) Not sure what I'm even doing at this point, but I'll tell you what, kid... GPUs are BONKERS. This is a GeForce1080 from like 2017... what is math even. https://t.co/BUR3br5D7L
Transparent surfaces in a game can be often sorted incorrectly... but is there a proper solution? (check out the reply to this tweet for much more info!) #gamedev #indiegame #UE5
Added the little powder stuff - no idea what it's called, it just looks cozy AF. Oh, and I added some milk (oat is the GOAT) to this bad boy. And some steam! OH, also realized a directional velocity is crucial to get those artsy latte patterns! #ue5 #realtimeVFX #gamedev
Who's ready for a cozy game about the joys of making Lattes and other fun things? LOOK AT THAT FROTH. Look at it. #UE5 #gamedev #indiedev #realtimevfx #coffee
update on my Slime game💚 You sent your trusty minion into the nearby human city to gather intel. But it's summer.. keeping that slime hydrated is a serious commitment #gamedev #techart #vfx #realtimevfx #UE5
Ghislain Girardot @GhislainGir
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Want to learn more about Nanite’s GPU-driven material pipeline, its core components, and how they fit into the system’s overall design? Download the slides from our GDC 2024 presentation here! epic.gm/nanite-gpu-dri…
@phyronnaz Vertex painting on individual Nanite instances would be such a game changer! I've read another workaround idea from someone at Epic Games (I believe) x.com/Deathreycg/sta… Really hope Epic will implement a possible workaround in the future🤞
#UnrealEngine 1/7 I had been getting a lot of question about Nanite vertex painting recently. It is clear, that storing color per each vertex per each unique instance is unrealistic.
In our latest @I3DCONF paper, we transform any rasterizer into a differentiable one with minimal engineering and zero external dependencies. Optimize game assets and volumes, train 3D Gaussian Splats, etc. directly within your existing engine. Compute shaders is all you need!
New blog post! "Meshlet triangle locality matters", in which we discover an unexpected efficiency property of mesh shaders on NVidia hardware, and attempt to deal with it. Retweets appreciated! zeux.io/2024/04/09/mes…
#UE5 #gamedev #vfx #indiegame New video is out 🥳I wanted to experiment with a tiling-mesh technique to create fluid VFXs for a while now and see the pros & cons... And it definitely has its pros and cons😄 30min-long technical deep dive linked below ⬇️
"Better performance" is always close to top when engine vendors ask their customers what they want. New features are not as important as better performance.
For #GodotEngine GDScript users, what would you like to see most in the future?
This is actually a lovely thing everyone in Unreal ecosystem should be keeping eye on.
"Babe, are we going to see that Dune flick?" "We have Dune flick at home." Yes, we do.
Hi SDF friends, here's a full rewrite about smooth-minimums (soft blends/unions), where I introduce Normalization, Kernels, a circular smooth-min and an analysis of several blend functions. Hope you enjoy it! iquilezles.org/articles/smin/ (new stuff starts about 1/3 into the article)
A first demonstration of Cellular Automata GI in 3D. The different injection phases are shown in the video. Sunlight and Skylight are propagated and injected with pure CA too!
@CatIntoProg Hey, Catto! Maybe tell us more about that case? 😎
Yesterday #4
If you know, you know.
I'm glad they are doing a remake of the classic sci-fi movie.
Ok I guess this is it: Volume Path Tracing on Cloud shader toy: shadertoy.com/view/NdcGzl !!! BEWARE BEFORE CLICKING: one of the shader takes >3min to compile and may even fail. !!!
🥳 Part 1 is LIVE! Breakdown of my Niagara-driven 2D wind system with controllable wind direction, force, gusts & turbulence! youtu.be/P7lZ-D-Fkus?si…