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Dmitry Karpukhin Profile
Dmitry Karpukhin

@skx_doom

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Unreal Engine Developer/Tech Artist. Made Sky Creator, SSFS, Blockout Tools and more. https://t.co/aJihpxFQkP

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Joined December 2014
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@skx_doom
Dmitry Karpukhin
2 years
Decided to make a little showcase of the new features in the latest 1.40 update of Sky Creator for #UE5. Lots of videos ahead! Weather FX - Rain (updated). The rain particle material has been updated from the previous version to look more natural with support for refraction.
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@EvilReFlex
EvilReFlex
2 days
This is #UnrealEngine5 and there is not a single light source in this level, all materials are unlit.
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@skx_doom
Dmitry Karpukhin
2 days
What a fantastic presentation. Niagara is absolutely one of the things why I love UE - it can be simple and incredibly advanced at the same time. https://t.co/Z3zQkyoz7d
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@scionti_design
Pasquale Scionti
4 days
Enhancing visuals with screen space fog scattering from my friend @skx_doom with my psychological horror game “Whispers in the fog” No Lumen/SSR Reflections with Ambient Occlusion. Nanite with VSM / Skylight movable and Directional light set to Stationary UDS lighting Soon
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@AceFireDefense
ACE Fire Defense
2 months
Go behind the scenes with Tony Robbins' elite Fire Team as they master the iconic Fire Walk, powered by Ace Fire Defense's cutting-edge safety protocols to shield every participant from the flames.
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@TheAstroCrew
The Astronauts
4 days
Thank you to everyone playing Witchfire.
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@skx_doom
Dmitry Karpukhin
5 days
Meaning: we can sample Volumetric Clouds here directly in Niagara GPU (hello localized weather), without any overhead from the game thread like before.
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@skx_doom
Dmitry Karpukhin
5 days
It was an ok method, but the performance was questionable - up to 0.30 ms for a single material readback... But luckily we're able to create own Niagara Data Interfaces with custom logic and now I'm doing the same GPU dispatch and the perf now is just 0.01 ms! 😈😈😈
@skx_doom
Dmitry Karpukhin
11 months
Today's progress: made the output of the "Async Get Cloud Density" compute shader function to decide whether we want to spawn the actual lightnings (if the density is above some threshold). Getting there 🌦️ Bonus: Cloud Mask Actors and some Distant Rain. #UE5 #techart
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@CoolerMaster
Cooler Master
9 hours
Upgrade your cooling this Christmas. Hyper 612 APEX now $49.99. Limited time.
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@skx_doom
Dmitry Karpukhin
5 days
I'm super happy for being responsible for a 0.001% part of the art direction of this wonderful game! Of course not directly, but this is still most probably the biggest project showcasing my "Screen Space Fog Scattering" plugin 🥹 Once you see it, you cannot unsee it...
@thegameawards
The Game Awards
6 days
The Game of the Year award goes to Clair Obscur: Expedition 33! #TheGameAwards @expedition33 @sandfallgames @kepler_interact
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@flassari
Ari Arnbjörnsson
13 days
When an Unreal 5.3+ game runs, it will immediately kick off precompilation of global shaders. You should wait for that to complete before starting the game, otherwise you'll likely get hitches. You do that with the NumPrecompilingPSOsRemaining node. #uetips
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@DylserX
Dylan Browne
24 days
Still after for a new Job! Avaliable in 3 weeks, Senior Tech Artist / Generalist who loves pushing visual boundaries, 13 years of #UnrealEngine, Tech Art, Lighting, Lookdev, Env, Cinematics, HLSL, BP, PCG, Niagara, Python, Houdini, Substance #TechArt #UE5 #UnrealEngine #GameDev
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@skx_doom
Dmitry Karpukhin
20 days
Recent discovery in #UE Using a custom "Mesh Pass Processor" and custom "Material Output" node, you can write arbitrary GBuffer-style data from base pass to texture for a following re-use in post processing. I modified the AddMeshPassPlugin for that. https://t.co/ouSNVglz1U
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@ScottAtlas_IT
The Independent with Scott Atlas
11 months
Atlas: “I was sitting across from Anthony Fauci in August of 2020, and he looked at me and said, ‘One of the biggest problems is the American public is not afraid enough.’ This was the task force… it’s a completely unethical way to do public health.”
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@skx_doom
Dmitry Karpukhin
21 days
Ok, so seems like plugging it into normal and roughness is still a way to go, if you want the sparkles to be lit naturally. Even though the effects is a bit dim, it's the most plug and play approach with minimal tinkering. Anyways thanks everyone for different kind of tips!
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@skx_doom
Dmitry Karpukhin
22 days
Here's the whole thing if someone wants to experiment. The glint and the hash material functions.
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@skx_doom
Dmitry Karpukhin
22 days
Plugging it into roughness/specular/metallic somewhat makes sense, but gives a result that's way too dim and clamped. And plugging it into emissive makes it physically incorrect and unaware of surrounding light & shadows. What else could be done?
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@skx_doom
Dmitry Karpukhin
22 days
So I made a pretty cool pseudo procedural snow glints where the camera location/direction/fov values are generating new hash for rotating and offsetting UV for a screen space glint texture. But I'm still largely unsure how to make it behave correctly with light. Any ideas? 🧐
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@Azure
Microsoft Azure
27 days
📣 PostgreSQL developers: Meet Azure HorizonDB the new AI-ready database service with native AI capabilities built in. For enterprise scale, security, and performance without compromise.
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@skx_doom
Dmitry Karpukhin
23 days
Testing new Snow Deformation (nanite) & Snow Glints effects for Sky Creator 2.0. Particularly happy for the trails as it works automatically with no setup from a user. The trails are computed based on a few independent ortho scene depth captures for static and dynamic objects.
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@skx_doom
Dmitry Karpukhin
26 days
You can sample Skylight EnvMap directly in materials and unlike "Sky Atmosphere" nodes, it also takes full cloudscape into account. Perhaps could be used for masking snow glints...? (copied from engine sources and normally it's not available in materials) #UE5 #protip
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@exphrasis
Geoffrey Ernault
2 months
It's #wishlistwednesday ! Go check out our demo, and wishlist the game now if you haven't! Our team might only be two people, but it's not stopping us from making this game the most ambitious we possibly can!
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@skx_doom
Dmitry Karpukhin
27 days
Fab Friday Mega Sale is up! All of my products are 30% off right now. https://t.co/nOrmVZPGVO
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@madmischiefbook
Susan St. John
9 days
Your Sizzling Holiday Read Awaits! Discover why readers are so obsessed... get your copy of 'Mad Mischief' today, visit link in bio.
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@WillFaucherVFX
William Faucher
29 days
Oh hey, written reviews are back on @fab ! Old reviews have also been migrated. I've said this before, the best way to support the creators you love is to leave a rating/review on their products. Don't do it for me, do it to support developers! #UnrealEngine #gamedev
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@skx_doom
Dmitry Karpukhin
1 month
All of my plugins have been updated to UE 5.7 😉
@UnrealEngine
Unreal Engine
1 month
Unreal Engine 5.7 is here, with the power to help you: 🌎Build and render rich, dense open worlds. 🌿Render beautiful, detailed vegetation in real-time with Nanite Foliage. ✨Blend with true physical accuracy using Substrate Materials. 🎬Experience smoother animation workflows.
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