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Ghislain Girardot Profile
Ghislain Girardot

@GhislainGir

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Indie Game Developer and Unreal Engine Content Creator. Worked on Spyro: Reignited Trilogy and Shardbound.

Saint-Etienne, France
Joined September 2017
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@GhislainGir
Ghislain Girardot
2 months
#UE5 #gamedev #tutorial #techart 🥳I just published a 40-minute video demonstrating various methods to create custom tools in-game using only vanilla blueprints.
@GhislainGir
Ghislain Girardot
3 months
#UE5 Working on a video to demonstrate how to use a custom game mode/widgets/handle inputs to create a tailored editor mode of some kind. Data can be transfered back to the editor in various ways.
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@GhislainGir
Ghislain Girardot
1 year
#UnrealEngine #UE5 One week of bug fixes and endless tweaks later... I'm extremely happy the splashes & buoyancy now! The rest could get some love but it'll have to do... Breakdown video is in the works! *Lots* to talk about so it's going to be split into three parts😁Stay tuned!
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #U5 It's finally done! My wave system is available! It features: unlimited range, support for multiple surfaces, above/below water effect, unlimited water interactions with actors of any shapes, paint system, wave deflection against obstacles and more...
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 Final pass. Improved a few things and added an above/below effect. It got slightly more expensive: ~70FPS/970gtx. Not perfect, has its limitations, but it's time to move on :D HQ : Breakdown video & project soon available.
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@GhislainGir
Ghislain Girardot
8 months
#UE5 #gamedev I was once again astonished by the cost of using a scene capture comp (~1ms😡) and I had a gut feeling a better solution was out there... Yes, turns out building a custom particle syst & renderer using Niagara Array & Grid 2D interfaces did the trick (~0.05ms🤯)
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@GhislainGir
Ghislain Girardot
11 months
#UE5 #UnrealEngine5 Spending way too much time on this waterfall tool. I've finally reached a look I'm happy with tho! Turns out Dithered opacity + motion blur was the solution after all. Had too many issues with translucency. I'll explain everythg in the upcoming brkdwn video =)
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 I was experimenting with hovercraft physics for my game but somehow that turned into a ray-cast vehicle arcade game. Super sketchy and unstable but fun :D might work on it a bit more and release it on my Patreon :shrug:
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@GhislainGir
Ghislain Girardot
8 months
Building debug views can be quite something. Feels like you can get inside the brain of an algorithm. Love it :) #Niagara #UE5
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@GhislainGir
Ghislain Girardot
1 year
#UnrealEngine #gamedevelopment Worked a bit more on this scan effect. Starting to look cool. Still lots of improvements to do!
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@GhislainGir
Ghislain Girardot
8 months
#UE5 Twitter is going to murder this, but here we go. Worked on the wind system & motion a bit more, amongst other things. Wind unbends the grass & reorients it, while my billboard technique still orient the cards vertices towards the camera to maximize perceived grass density
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@GhislainGir
Ghislain Girardot
8 months
#UE5 #gamedev #vfx DoF is the biggest cheat to make something look good. It looks kinda cool in 4K tho, ngl 😁 Yes, still working on this. The devil lies in the details & Grass LOD is super hard! Started working on breakdown video part1. Audio is done! ~35min video incoming
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@GhislainGir
Ghislain Girardot
4 months
#UE5 #gamedev #vfx #tutorial 🥳I released a video that should help you get started with setting up skeletal foliage interaction in UE5. Link below ⬇️
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 WIP on some stylized rocks. Been playing with a 'minimal/rough' look: no albedo, no roughness, just normal maps, detail normal maps & procedurally driven color gradients.
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 #Niagara Boids Niagara starting to look cool with some animated meshes :) So nice to see different patterns emerge as you change the cohesion/alignment/separation weights. Here they tend to stick together and form one or two large groups
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 🌊splish splosh the water!🌊 Worked a bit more on the Niagara particles and foam. Also moved all 128 Gerstner waves computation to vertex shader and used a high-density geo to still have somewhat decent looking normals. ~90FPS on a 970gtx, not too bad.
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@GhislainGir
Ghislain Girardot
3 months
#UE5 #UETips Friendly reminder Epic's UIMaterialLab project is free to download and is packed with tons of goodies and material tricks including SDFs functions to generate all kind of shapes, plenty of easing functions and more.
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine Who knew ice shaders were that fun? I don't know what I'm doing at this point tho :D just distorting vectors and uvs in all possible ways I can think of 😅
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 #Blender Working on documentation for my data-baking Blender addon. This took forever😩This is all the basic examples. Will create more intricate ones once it's released: plenty of cool effects to do combining baked morphtargets & pivots for instance😇
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 30-minutes-long breakdown video of my Gerstner waves demo is available on my YT channel: Project files are also available for both UE 4.27 & 5 on my Patreon as a Tier 2 reward: Ty for the support🥰Cheers
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@GhislainGir
Ghislain Girardot
8 months
#UE5 You can use a ShadowPass node to render plain opaque meshes during shadow pass for your distant LOD material and increase shadow coverage at a distance and thus increase perceived grass density (and skip a texture sampler!)
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 Quick Sunday Niagara experiment. The idea of being able to do pretty much anything on GPU on a per grass instance basis sounded too fancy to not give it a quick try😁
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@GhislainGir
Ghislain Girardot
3 years
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@GhislainGir
Ghislain Girardot
5 months
#UE5 the worst way to simulate foliage: swap nearby static instances with physically simulated skeletal meshes :D
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine Cheap haze dither-based blur trick using a 360° translucent cylinder😅 That's some serious TAA abuse tho haha
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@GhislainGir
Ghislain Girardot
3 years
#UnrealEngine #UE4 #UE5 #UE4Study Another... thing? I was just fooling around with per instance custom data & Niagara. Basically just encoding timestamps to drive all the effects. The transition from instances to niagara particles isn't flawless but it's okay-ish. It's tricky :)
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 My advanced grass interaction system will soon by available on my Patreon as a tier 3 reward. Probably tomorrow or the day after tomorrow (that'll depend on my neighbor and when he decides to stop hitting walls with a hammer🙃)
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 Surprise gift for my Patreons that I'll release this week-end🤞 Catenary in blueprint to build natural looking ropes & cables. I'm lame so I still used the good old ProceduralMeshComponent to build the rope mesh. Lanterns are ISMC. Swing is shader driven
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine Once again I let my brain go loose and ended up with quite a bizarre technique to create a landscape fx overlay so I thought I'd share: At first I added that wind blowing effect (green debug view) directly in the landscape material.
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@GhislainGir
Ghislain Girardot
1 year
#UnrealEngine #UE5 #gamedev Dayum, super stoked on this!😁Visuals need some love but it's very statisfying already. Splashes are generated based on the velocity at points all around the boat & are further injected into a foam diffusion system once intersecting with the water
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UnrealTips Cheap trick to increase visibility of assets that might get lost in grass/foliage: just offset vertices towards the camera a bit
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@GhislainGir
Ghislain Girardot
1 year
#UnrealEngine #gamedev #gamedevelopment #tutorial It's live! 🥳 🥳 In that one-hour long video, I go over a plethora of techniques (some are industry standards, some are weird experiments of mine) to achieve a highly performant stylized grass in UE
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@GhislainGir
Ghislain Girardot
3 years
#UnrealEngine #UE4 #UE5 Two hours doodle with Niagara. Having too much fun 🤪 I wonder if I could make those particles write into a render target, like a wetness map, so they could leave a wet trail behind them as they slide on the sphere. Hmmm that'd be cool 🧐
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 That random book spawner thingy again. Now with randomized book scale, thickness and height. Algorithm I came up is explained in the thread below⬇️
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@GhislainGir
Ghislain Girardot
8 months
#UE5 Updating *all* my projects to UE5.3 and found a nasty bug in my old #Niagara boids system. So I'm making some tweaks :) It's always so pleasant to look at.
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine It's live! 🎉 30min-long technical deep dive of my little desert environment: Tons of goodies in it, including a bunch of WPO tricks, best practices when it comes to modeling, UVs & LODs, performance concerns, VFX and a bunch of other things!
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@GhislainGir
Ghislain Girardot
8 months
I'm buzzing with #UE5 ideas recently! Most often, pivots are baked offline. But sometimes that's not an option (lack of script in your DCC soft., marketplace assets etc). So I made a geometry scripting tool that analyses the mesh and tries to derive the best pivot position & axis
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@GhislainGir
Ghislain Girardot
3 years
#UnrealEngine #UE4 #UE5 Occlusion blueprint system I recently released. Uses a shader for simple assets and a BP driven system based on custom primitive data to manage floor occlusion & wall NESW occlusion. Also has per floor actor visibility management, variable floor height
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 Still experimenting with new ideas... I bake the waves' WPO into a small texture, copy the previous WPO texture so I can compare both and derive a wave velocity. Now that I have waves height&velocity baked I can spawn a lot of cheap particles...
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 The "Interactive Wind and Vegetation in 'God of War'" tech talk is one of the most inspiring one I've seen lately (I love interactive stuff!). In this great talk, Sean Feeley describes a method to fake rotation without using any trigonometry for grass FX
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@GhislainGir
Ghislain Girardot
1 year
#UnrealEngine I kinda had forgotten about that good old realtime caustics technique popularized by @evanwallace :D I wanted to give it a go in UE so here it is! Breakdown video is live on my YT:
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 #UnrealTips 1/7 Translucency see-through trick that might be useful... sort-of? This is usually done with custom stencil/depth (which has its benefits) but using a translucency material allows you to cheat a bit...⬇️
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 It's officially done! Minimap system is available on my Patreon! And a very in-depth 50min-long breakdown video is on my YT! I explain how to setup the plugin and what it takes to build such systems in UE!
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@GhislainGir
Ghislain Girardot
1 month
#UE5 #Blender #gamedev #tutorial 🥳New video just dropped on my YT! I show my workflow for creating foliage assets in Blender from start to finish: baking textures, dilating textures (mipflooding), building cards, low poly assets, LODs, baking pivots etc... Worth taking a look!
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 #Niagara Boids emitter using Niagara is available as a Tier 2 reward on my Patreon! Here's a deep & technical dive into how I used Niagara's neighbor grid 3D interface to implement Boids in this 52min-long video😆:
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@GhislainGir
Ghislain Girardot
10 months
#UnrealEngine5 #UE5 #gamedev #realtimeVFX 🥳It's out!!! Here's a 30min-long demo of my custom waterfall generation tool, PLUS almost 1h30 of a thorough technical breakdown and tips & tricks on all the cool UE features that allowed me to build this!
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@GhislainGir
Ghislain Girardot
1 year
#UnrealEngine5 🌊Splish splosh 🌊My water flipbook baking tool will soon be available on my patreon & a demo/breakdown video is dropping soon™ on my YT
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine My humble #notGDC contribution is live! FFT flipbook breakdown on my YT: 🥳 Turns out it's quite an involved process so there was a lot to talk about: derivatives, oversampling, linear interpolation and more... Hope you'll find it useful!
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 Busy busy working on this minimap system :) Reworked the entire thing from scratch, much more happy with how things are done. Feeling way more confident about releasing this soon and then I'll work on an improved CPP version for my own game :)
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@GhislainGir
Ghislain Girardot
3 years
#UnrealEngine #UE4 #UE5 Thanks so much to all you guys for the help on my previous tweet, you're too good! 🙏 Anyway it's sunday and sunday is Niagara experimentation day. 'Trying to find ways to deform a mesh. It's still super rough but, man, Niagara is just an absolute gem 😍
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@GhislainGir
Ghislain Girardot
4 months
It's SSD cleaning day. I'm trying to sort out the gazillions of UE projects/protos I have built over the years... I kinda forgot that ray casted RC vehicle thingy. Completely undrivable. But fun.
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@GhislainGir
Ghislain Girardot
10 months
#UnrealEngine5 #UE5 #gamedev More work on this tall grass interaction system. Added springyness. I also managed to cut down a lot of the blueprint logic so it performs a bit better but still not great. I don't particularly like this method but it was worth trying :)
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 Ty for sharing that rope trick, awesome! I couldn't resist trying a quick blueprint implementation of the idea :)
@Thunder_Raccoon
Delight
2 years
Here's the process of our rope mechanic. Hoping it will help some devs out there 🦝 #Delight #indiedev #gamedev #unity3d #gameprogramming #madewithunity #unitytips
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 #UETips Another grass trick I like to use involving virtual textures to have straight grass & better contact point with the landscape per grass blade
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 #UETips Here's one WPO trick I used to create this night sky. The challenge was to create subtle per-star lens flares that would always face the camera and remain straight, exactly like billboards. 🧵⬇️
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 Huge shout out to @danielelliott3d for suggesting me a way to fix normals for my bend modifier (worked great!) and to @amu_mhr for the suggesting me to use Pre-Skinned Local Position to save me a couple of transforms! Custom node code below ⬇️
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #gamedev #gamedevelopment Next breakdown video is in the works! I also further fine tuned my custom LOD setup and achieved a greater perceived grass density with even better performance: 1km grass draw distance, ~110FPS on a 970Gtx 😁 Stay tuned!
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@GhislainGir
Ghislain Girardot
1 year
#UnrealEngine #UE5 #gamedevs #VFX As promised, here's a quick breakdown of my splash system. I'll share more in an upcoming video.
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@GhislainGir
Ghislain Girardot
11 months
#UnrealEngine5 #UE5 #gamedev Not too bad for a procedurally generated waterfall. Still needs some love, more FXs, mist & water splashes. Stretching UVs based on flow rate was a nice addition. Adds quite a bit to the effect.
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 One-day experiment. Yes, I also wanted to join the portal-trick gang🥺Thanks @HighlySpammable @JKashaar and @HoobTall for the inspiration.
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@GhislainGir
Ghislain Girardot
1 year
#UnrealEngine #UE5 #gamedev Lots of polishing done on this scan post process material... Still needs a bit of love tho. It's going to be the topic of my next breakdown :) Lots to say about this! I especially like the texture upres effect.
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 #UETips One potential cheap way of handling grass occlusion when things get uncomfortably close to the🎦⬇️
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 Because Translucent materials are rendered after all opaque materials, they can sample a bunch of buffers like SceneDepth, SceneColor, Stencil... This can be used to create very cool effects. This is just a dumb example
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@GhislainGir
Ghislain Girardot
8 months
#UE5 13 billion years ago, the big bang - fish edition
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 Trying to fix all the quirks of that system for a release later this month on my Patreon. Hacked an expanding foam layer. Still have to find a better way to fake the caustics and make everything behave better.
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@GhislainGir
Ghislain Girardot
1 year
#UnrealEngine #UE5 Next project/YT video in the works! I'll show how to implement some kind of Buoyancy system in blueprints using Niagara's Data Exporter Interface. It's strangely satisfying to pilot that little boat and bounce against waves! 😄
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@GhislainGir
Ghislain Girardot
11 days
#UE5 #gamedev 🥳New video is out on my YT! Spawning projectiles! I mention object pooling, data-oriented design, using Niagara to batch-draw projectiles & timestepping/interpolation & using a Niagara data channel to spawn hits. I tried to keep it somewhat short & simple :)
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 Polishing some very simplistic/stylized trees that I originally made for my minimap system demo, for a release tomorrow on my Patreon. I'll show my workflow soon as well. I love to play with vibrant colors :)
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 I gave this mesh-to-billboard technique a quick try. Added PDO for extra flufiness. Kinda cool and worth knowing but seems like it's quite expensive to stack quite a high amount of masked cards. Looks kinda cute though :)
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine New breakdown video is live!🥳 I explain how I built this interaction system in blueprint and what it tries to achieve. It uses no cast and features: widget, sleep, delay, condition & priority, all using an event-driven architecture. ➡️
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@GhislainGir
Ghislain Girardot
1 year
#UnrealEngine #UE5 #UETips Friendly reminder that you can use Splines in Niagara 😁 Quick breakdown in the thread below 🧵
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@GhislainGir
Ghislain Girardot
3 years
#UnrealEngine #UE4 #UE5 #UETips A while ago I made a tweet about Niagara's Landscape interface and a couple of people asked me if I could share more details, so I made a YT tutorial in case any of you are interested. Making video tutorials is hard 😫 I did my best (link below)
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 #Niagara Although I consider this a dead end because of frame rate dependancy issues, I thought this might still be a decent educational project to learn more about Niagara simulation stages so I released this as a tier 2 reward on my Patreon. Link below
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@GhislainGir
Ghislain Girardot
10 months
#UnrealEngine5 #UE5 Turns out figuring out that waterfall > water transition is hard. This is my best result so far. Not entirely stoked though, relying too much on dithering and you can only do so much to cover it up. Plus the transition is still kinda visible
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@GhislainGir
Ghislain Girardot
7 months
#UE5 You can do very bizarre things with a material that outputs very arbitrary motion vectors 😆
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@GhislainGir
Ghislain Girardot
1 year
#UE5 #UnrealEngine #gamedevelopment #tutorial #gamedev 🥳New lengthy breakdown video is live on my YT! I'm discussing how I built a complex tool in UE to bake all kind of wave data into flipbooks. It features a 20min demo and a 30min thorough breakdown.
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 #ProjectAya Was waiting for this to be much more polished to share but whatever. I tend to be too scared to share WIPs for some reasons. Sketchy WIPs are fine! So here's some work on the base locomotion states: ground/air/recovery
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine Added a bit of life with cheap circling vultures. Some more polishing/cleaning/optimization. Some work on LODs and collisions as well before release Back at being ~95fps on 8yrs old hardware, ty good old baked lighting 😅
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 WIP. I'm done sculpting roacks. It kinda gets boring after 30hours😫Still plenty to learn but I improved a bit. Now onto some decal & material work, overall polishing and release! Along with a quick YT breakdown video :)
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 Implemented custom interactions with the water for bullets and whatnot and also wave reflection against obstacles. Would you guys know how I could mask the water inside the boat? I'd use a stencil mask but the Single Layer Water can't sample that buffer 🤨
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@GhislainGir
Ghislain Girardot
1 year
#UnrealEngine Random Niagara doodle
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@GhislainGir
Ghislain Girardot
6 months
#UE5 #vfx Finally managed to fix most of the issues I had with my mesh-based waterfall shader. It's a decent base to start with, I have so many ideas to improve this :) Single draw call, 12k vert mesh instance, motion is done in WPO with maths. No textures used, super cheap.
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@GhislainGir
Ghislain Girardot
2 months
Where is the goat?
@ShaderBits
Ryan Brucks
4 years
Analytical (aka 'faked') Fluid simulation and bubbles. The fluid motion is only 3 sine waves controlled by a Float controlled by an FInterpTo in the blueprint. The bubbles are entirely procedural voronoi noise injected with the sine waves using a lagged Float. #UE4 #realtimeVFX
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@GhislainGir
Ghislain Girardot
5 months
#UE5 #UETip before spending time coding a raymarched shader, it can be useful to give the naïve 'stack of translucent cards' a try, first. Super easy to implement and it let's you see if a raymarched shader is really the way you want to go
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@GhislainGir
Ghislain Girardot
2 months
#gamedev #maths Friendly reminder: this website exists :)
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@GhislainGir
Ghislain Girardot
9 months
#UE5 #Blender #gamedev Trying my hands on my realistic foliage, for once! It's painful to make :D I need assets to showcase my next project, a Niagara-based 2D wind system.
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 Advanced grass interaction system is live on my Patreon as a tier 3 reward. Full YT video where I speak about this system's usage/limitations/performance/principle here:
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 Candles candles candles! Reduced draw calls, optimized materials, added flipbooks, reworked the billboard logic to support any transform and implemented per instance randomized flame on/off & smoke on/off. White smoke if flame is off. Looks cool I think :)
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@GhislainGir
Ghislain Girardot
5 months
#UE5 #gamedev #vfx #techart Continuing with my strand-based simulated foliage experiments... Still some work to do
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@GhislainGir
Ghislain Girardot
2 months
#UE5 #vfx Wanted to solidify my understanding of ribbons in Niagara. I don't use those very often. I had a blast making those electric arcs connecting nearby particles tho. Niagara is da bomb. Time to clean it up and make a breakdown video.
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@GhislainGir
Ghislain Girardot
6 months
#UE5 #vfx Trying to breath more life into this scrolling-mesh waterfall vfx experiment. I kinda like how flat & splashy it looks at first and how it dissolves into thick mist. There's only so much you can do with dithered opacity tho :)
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@GhislainGir
Ghislain Girardot
10 months
#UE5 #UETips #UnrealEngine5 #vfx Niagara has a cool Landscape interface that lets you build neat environmental/ground-aware FXs. Here's how you can get started with it 🧵
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@GhislainGir
Ghislain Girardot
2 years
#UE4 #UE5 #UnrealTips How to project a world location to a screen position using a custom POV in BP
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 I had a look at Blender's source code to try and port it's Bend modifier to UE. Works great but my brain haven't processed a way to fix normals for this yet🤔Custom node code below ⬇️
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine Finally taking the time to do a video on my process to bake an FFT ocean sim into a tiling, loopable flipbook, which may def. have its use. And turns out explaining oversampling and derivatives isn't super easy 😅Might submit it for #notGDC if it's not too late :)
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 Breakdown video is available! Hopefully you can learn a thing or two :) I feel like there's some worth-knowing WPO & camera-facing/billboard tricks in it, so give it a watch a lemme know what you think😁
@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 Candles candles candles! Reduced draw calls, optimized materials, added flipbooks, reworked the billboard logic to support any transform and implemented per instance randomized flame on/off & smoke on/off. White smoke if flame is off. Looks cool I think :)
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UETips #UE5 You can use a Procedural Mesh Component or Geometry Scripting to iteratively slice a given mesh, render the generated cap and composite the result into an atlas texture to generate a distance field/volume texture ⬇️
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 WIP of the final example of my soon-to-be-released Gerstner Waves educational project. 32K tris mesh + 128 waves + detail normal + rendertarget-based diffusing foam + Niagara particles. Kinda sketchy still and stupidely expensive but looks somewhat nice🙂
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #UE5 Catenary curve example is available on my Patreon. It comes with a simple blueprint function library, a first blueprint actor to generate a rope using PMC and a child blueprint that also spawns meshes using ISMC. Highly customizable!
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@GhislainGir
Ghislain Girardot
9 months
woops, grass shader gone wrong. Glitches make the grass look painterly though, it's kinda cool😅
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@GhislainGir
Ghislain Girardot
6 months
#UE5 #gamedev #vfx Working super hard on my introduction to 'Niagara's NeighborGrid3D interface/PBD' video.
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@GhislainGir
Ghislain Girardot
2 years
#UnrealEngine #UE4 #Niagara Done! Finally managed to nicely blend individual & boids behaviour, including flow force & constraints (obstacle/player avoidance, radius limit, min/max altitude limits) without everything falling apart. And boids parameters are intuitive enough now🐟
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