To The Realm of Hades

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UPDATE November 4, 2018

No Way Back Home, another shot inspired from Odysseus myth. Simulations (ocean + sky) and composition are done in #houdini. All is rendered by #redshift in one pass. I use #3dsmax for modeling, #substancepainter for texturing, #mixamofor rigging, #ae for color correction and final output. Ocean & foam aren’t perfect for sure (first try) but I like the spirit 😅

QTo The Realm of Hades

Newtonian Sandbox

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UPDATE 20-03-2017

I made a better definition video about my last GPU experiment. At this state, this point sprite particle systems receive light from Unity 5.5 pipeline and it is now full integrated with forward rendering.

QNewtonian Sandbox

MobileKit for iOS & Android

21 comments

Taking a picture from your camera to apply on a Material or sharing your best score with a screenshot of your game are certainly common features many developers want to handle quickly and easily.

QMobileKit for iOS & Android

Fluids through Marching Cube algorithm

3 comments

Lots of metaballs can be heavy for a CPU process. I absolutely wanted to implement a compute shader approach of it … to see what are the possibilities in Unity to get a real-time fluid effect.

QFluids through Marching Cube algorithm

Sci-Fi Corridor

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In order to help Arch for a competition during the ISE Amsterdam, I developed a tool to setup an interactive corridor: an OpenGL room mapper based on a set of LED screens with different resolutions ans sizes, plus a multiple 3D cameras setup.

QSci-Fi Corridor