Here's the project I completed last week during an on site Unreal PCG workshop at school. The assets were created with #geogen and #illugen, except for the statue (by Ignas on Sketchfab) and the Mixamo characters.
#gamedev #techart
Here's the project I completed last week during an on site Unreal PCG workshop at school. The assets were created with #geogen and #illugen, except for the statue (by Ignas on Sketchfab) and the Mixamo characters.
#gamedev #techart
Another test of procedural stylized fire with #illugen. Done with an internal build #realtimevfx #vfx
WIP on stylized VFX generation with #illugen
#VFXFriday #realtimevfx #vfx
Sunday doodle with #illugen ... #techart #vfx
Next week I'll be in Breda from Monday to Friday for the GPC with some colleagues from JangaFX. Feel free to contact me if you'd like to chat/meet.
Some progress on the VAT export in #illugen. Complex mesh animations can be imported in game engines ... (made with an internal build)
#VFXFriday #realtimevfx #vfx
Here are the graph breakouts. Some VFX are using a render to texture node that will be available in the next update
Experimenting black & white stylized VFX in #illugen, inspired by @shiasa__ (on X) recent posts. #VFX #techart
Lense flare generator built with #illugen
If you want to give it a whirl, feel free to download the project here: drive.google.com/file/d/1r92I...
#realtimevfx #gamedev #textures
WIP on Pixelizer node in #illugen. Clean size reduction, quantization and multiple dithering options. Used here with the incoming render to texture node. #realtimevfx #vfx #techart
Some hints and tips to create electric arcs in #Illugen using distance and curvature nodes : www.youtube.com/watch?v=Fhw_...
#VFXFriday #realtimevfx #techart
Thanks Brieuc !
Thanks Guillaume !
Finally, I'm proud to announce that #Illugen 1.0 is available.
If you need to generate assets for special effects, this is the tool for you : Spritesheets, noises, caustics, masks, meshes(including pivot baking) ... and much more to come.
jangafx.com/software/ill... #realtimevfx #techart
Sure! Look for a bald guy with a braid in his beard ;)
Next week, I'll be at #GDC2025. Feel free to contact me if you want to meet. I will also be at the VFX Mixer event with some colleagues, #JangaFX being one of the sponsor this year.
Testing Dark Ruins as environment for #VFXFriday #realtimevfx #vfx #ue5
I'm back to my spring-based Niagara fur simulation. The issues from the last iteration are now solved and wind has been added, making it more dynamic.
Thanks! It's something I'd like to do eventually, the main problem being having the time to do it ๐
Thanks Harry !
Unfortunately it's only for an on site course where I teach technical art in Belgium.
No, it's full resolution, and the 3D noise is generated on the fly.
The material itself is opaque and I check the 'Has pixel animation' option on the material, which is getting rid of the temporal artifacts.
Material for my introduction course to volumetric rendering/raymarching using custom HLSL node in UE5.
Next week I will be in Breda with some JangaFX colleagues for the Graphics Programming Conference. Feel free to send me a message if you are going too and we can talk in person.
Since I finally decided to come here, here is my introductory message:
Hi, I'm Gil! I'm working as R&D engineer at JangaFX and has worked on Embergen and GeoGen. I'm also a technical art lecturer at HEAJ in Belgium.
And to start with, a post process I've done for one of my recent courses.