VMontyᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠVMonty (@vmonty) 's Twitter Profile
VMontyᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠVMonty

@vmonty

Technical Art Director at @mercurysteam
Former @Ubisoft : @bgegame @TheDivisionGame

ID: 891339032

linkhttp://victormontero.artstation.com calendar_today19-10-2012 16:36:24

392 Tweet

2,2K Followers

933 Following

Homam Bahnassi (@homambahnassi) 's Twitter Profile Photo

The latest update to the NVRTX 5.3 branch introduces partial colored transmittance github.com/NvRTX/UnrealEn… I think many #UE5 devs -including myself- will appreciate getting accurate and dynamic colored translucent shadows in real-time without light baking :)

Ferran Benavente (@ferranbenavente) 's Twitter Profile Photo

This is THE CHASE, a short sequence based on #StarWars #TheMandalorian. Made in #UnrealEngine 5, #EmberGen, #GeoGen and color graded in DaVinci Resolve. Sound and Music by @MatteoTummino. #MayTheFourth #MayThe4thBeWithYou

Cem Yuksel (@cem_yuksel) 's Twitter Profile Photo

"Real-Time Physically Guided Hair Interpolation" is another #SIGGRAPH2024 paper from my group, fixing interpolation artifacts in guide-based hair simulations. Project page: graphics.cs.utah.edu/research/proje… Video: youtube.com/watch?v=I46nY3… Led by Jerry Hsu with LightSpeed Studios (Kui Wu)

"Real-Time Physically Guided Hair Interpolation" is another #SIGGRAPH2024 paper from my group, fixing interpolation artifacts in guide-based hair simulations.
Project page: graphics.cs.utah.edu/research/proje…
Video: youtube.com/watch?v=I46nY3…
Led by <a href="/JerryHsu32/">Jerry Hsu</a> with LightSpeed Studios (<a href="/kui_wu/">Kui Wu</a>)
Hazel Brown (@hazelthehobbit) 's Twitter Profile Photo

Put together a little visual breakdown of how I examine my references to create my hair textures! (haven't made the hair yet so you're going to have to trust me)

Put together a little visual breakdown of how I examine my references to create my hair textures! (haven't made the hair yet so you're going to have to trust me)
Overdraw - Resistance Is Brutal - Wishlist Now! (@overdrawxyz) 's Twitter Profile Photo

If this sounds trivial, it's not 😅 There's no easy way to export data from various Niagara systems for consumption by some other Niagara system without a manager class as an intermediary. This allows you to circumvent that all together. And you can preview it directly in editor.

Deniz (@ojelibalon) 's Twitter Profile Photo

Do you want to learn how the Physarum algorithm works playfully? It can be very intimidating at first glance, but we can break it down into smaller bits of information: 1/8

Freya Holmér (@freyaholmer) 's Twitter Profile Photo

"you can't debug print shaders" oh yeah? well check this shit out that's right, a whole ass view matrix, served directly from the GPU

Pedro Borges (@peteborks) 's Twitter Profile Photo

Another Redhill portfolio piece is out and I'd like to do a massive shout-out to Ghislain Girardot and his series of Niagara videos. Those helped me fully understand how the Grid2D Interface works and was the base for this project's wind system. #UE5 #Niagara #Shaders

Noam (@keasartt) 's Twitter Profile Photo

Look at this laser cutter I’m making! Inspired by this really cool effect in Wolfenstein: the new order Learning a lot about niagara grid2D and hlsl, chriszuko and Partikel videos on the subject were a godsend #UE5 #gamedev #techart #realtimeVFX #indiedev

END (@endesga) 's Twitter Profile Photo

> 3dmath.xyz _ a suite of concise explanations and examples covering vectors, rotors, and other things in 3D reality: - vectormath.xyz - rotormath.xyz - motormath.xyz - projectionmath.xyz rotors in action: shadertoy.com/view/M3jBDW

Björn Ottosson (@bjornornorn) 's Twitter Profile Photo

I'm working on a AO and GI for my game. For that reason I'm extending Mirko's GT-VBAO (based on Olivier Therrien's work). I've done two things so far: - Sampling a distant light instead of computing AO - Added a heuristic for estimating occluder thickness Details and links below

I'm working on a AO and GI for my game. For that reason I'm extending <a href="/Mirko_Salm/">Mirko</a>'s GT-VBAO (based on <a href="/volfaze/">Olivier Therrien</a>'s work). I've done two things so far:
- Sampling a distant light instead of computing AO
- Added a heuristic for estimating occluder thickness

Details and links below
Miettinen Jesse - Blenderesse (@jessemiettinen) 's Twitter Profile Photo

trying to make #geometrynodes Melt solver that respects the basemesh better. Also gets rid of the banding VDB workflow causes. Still missing some of the physics #simulationnodes #b3d #diy