Paul Demeulenaere
@PaulDemeulenaer
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Engine developer for @unity (previously Ubisoft and Cyanide)
Paris
Joined April 2011
Made with #VFXGraph #unity This 3D Boids Flocking Simulation project is available on GitHub⬇️ https://t.co/vSwQIoY2OU
github.com
GPU-based flocking driven by VFXGraph using a compute shader for spatial partitioning - PaulDemeulenaere/vfx-neighborhood-grid-3d
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Having fun with Fractal Flames, made with #VFXGraph More details on the forum: https://t.co/ASZWVO4Hnq
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RDV Jeudi 10 août à 18h CET/12h Montréal/9h SF pour une présentation de ce qu'on a appris dans le premier gros chapitre de Ocean Optics [Mobley, 2022] avec @Yoriculaire !
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With #Unity 2023.2 and #VFXGraph, we introduced Custom HLSL. It can be used to write in a global buffer during VFX Update. Here, we are filling a grid data structure to solve a 2D flock simulation ⬇️ More details on the forum: https://t.co/aU09aZjJaS Shout out to @julienju2pom 🥳
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This thread isn't exhaustive, the documentation is more precise but hasn't been publicly updated yet. Last thing, with these improvements, the experimental flag on Skinned Mesh Sampling has been removed!🎉
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Some things you still have to watch out: - You need to set your mesh to read/write enable in import settings inspector. - The VFX won't force the Skinned Mesh Renderer to be updated, consider to use the Update When Offscreen option on the Skinned Mesh Renderer if needed.
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Last but not least, the sample operator and block are directly integrating the optional root bone transform, it prevents the usage of an external binder to spawn directly on the mesh.
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The Position Mesh & Skinned Mesh are providing a way to orient the particles in the transform defined by the sampled tangent and normal.
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With #Unity 2022.2.a14 and #VFXGraph, we gathered your feedback and improved some aspects of the Skinned Mesh Renderer Sampling. For instance, you can now retrieve the position velocity directly in Sample Skinned Mesh operator, other enhancements in🧵#ProgrammerArt
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For now, with the builtin operator of the #VFXGraph, the uniform sampling is incorrect on an uneven mesh. However, with some baking, it can be improved and provide an actual uniform distribution 🎉 Check out this post for more information: https://t.co/XR035olyXO
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With #Unity 2021.2.0b2, in the #VisualEffectGraph, we added the ability to bypass the Spawn Context and send directly an event to an Initialize Context. Check out this post for more information: https://t.co/rlo8AuliPS
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The Skinned Mesh Renderer Sampling is currently available in the #VisualEffectGraph from Unity 2021.1.0b10 and I can't wait to see it used by artists! The online documentation hasn't been synchronized yet, meanwhile: https://t.co/DoAQNuYBQi
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When I started to work for Cyanide, Gouky blindly trusted me, he gave me the confidence to go further. He became a mentor, then, a friend. He had a great impact on our life, I'm here thanks to him. We will never be able to return the favor. Thanks Gouky and rest in peace.
It is with great sadness that we learnt about the death of Nicolas Hamel alias "Gouky". He was a talended lead programmer at Cyanide from 2007 to 2014 and he played a crucial role for the studio. His colleagues and friends will never forget him. Rest in peace Gouky.
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Do you like tabletop RPG ? Do you like turn-based tactical ? Try the pre-alpha demo and support my friends on KS for this nice #madewithunity
#Solasta is now live on #Kickstarter! https://t.co/qHpZxNFyQR Our Pre-Alpha Demo is also now available for free on Steam: https://t.co/KIeNQweObF The KS campaign will end on October 4th 2019 at 6am PDT / 9am EDT / 3pm CEST
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Did you hear about the last denoiser algorithm? ... ... ... It's Denver, the Last Denoiser ! 🦕
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Mainly dedicated to french followers : I will demystify the #VisualEffectGraph at @GameCampFrance in Lille \o/ See you soon!
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#unitytips time! In #VisualEffectGraph, you can use the "Position (Depth)" Block to spawn particles on your scene, based on the depth buffer and color buffer of the Main Camera. #RealtimeVFX
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An inconspicuous feature available since 2019.1, the #VisualEffectGraph component integration with animation allows users to switch an exposed texture (or mesh) within the timeline.
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