Playing with space warps animation and tesselation in #illugen #realtimevfx #procgen #techart
Gil Damoiseaux
@gaxil.bsky.social
Senior R&D engineer at JangaFX - main dev of GeoGen and Illugen, Techart lecturer at HEAJ-Belgium and eurorack enthusiast
More R&D on particles in #illugen. This one is constraint to 2D to increase the chance of particles merging. #realtimevfx #techart #gamedev
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
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
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
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
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.
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.