My hybrid FM #synth made fully in @unity.com editor. Using @keijiro.bsky.social Minis #MIDI implementation to play it. #gamedev #GameAudio #SoundDesign #GameAudioDev
Posts by OlixOliver
Making a hybrid FM/Sampler/analog sim synth in
@unity.com
with a simple sequencer. Need a procedural synthesized sound for your game? This is a good tool to experiment. #game It can modify sounds, randomize samples and their character. Still don't know what to do with it.
Needed some procedural sounds, so I've made a simple FM synth with a sequencer inside @unity . Is this something that anyone want to use? I might make it available on #github. @madewithunity
Working on a new version of Deckard Render SX for Unity. It has a lot of new features and it uses come really next-gen of lens simulation. #madewithunity
Lot of experimentation went into simulating lens chromatic aberrations for a fine vintage bokeh and lens flares. #cgi #cgianimation #rendering
Testing my new Deckard Render for @unity.com . Now we have some neat features: we can simulate a real chromatic aberration lens effect for bloom. It is a modelling of a real spectral lens behavior for some cool DOF effects. #CGI #3DCG
youtu.be/tX92w4IzBA8?...
Then use a new CScape modeller to generate city. Best of all is that a city will also conform to unity terrain.
Progress of my system for @unity.com, #CScape City Sketcher.
It helps to draw city layouts extremely fast by just sketching a layout and then iterating on it. It can help to build streets, sidewalks, and building layouts with custom properties for each entity. #gamedev
Progress on my City Planner system for #Cscape for @unity.com
It's a simple system where you can just draw a city network with mouse, and it will later populate city with streets and buildings by using CScape.
Big cities will be easy to make and tailor.
#gamedev #gamedevelopment
Working on my Deckard Render for Unity and some new rendering techniques for antialiasing and sampling depth of field. Here I'm more concerned about real-time feedback on rendering when working in unity editor. This results are a Ground Truth rendering where anti-aliasing, DOF and motion blur
Found some old animations done in @unity.com back in 2021. Full raytraced, and with GI activated.
Ok, not only that AI companies are stealing IP's, but they now blatantly states that human work is unnecessary! Stop this!
Also, if you look closer, an AI avatar that they are using is #JenniferConnelly look alike.
Working on a new #CScape version of my city modelling tool for #Unity and rendering it out with my free #DeckardRender. Soon to be available on #Assetsstore
Some mushrooms rendered in
@unity
Model was made in #GaussianSplatting made with
@Scaniverse
@NianticLabs
. Then rendered in
@unity
@unitygames
with a free asset #DeckardRender that adds a fine depth of field.
...at what's possible with free tools! #3DGraphics #VisualEffects #GraphicsProgramming #TechArt #Rendering #OpenSource #GaussianSplats #TechDemo #VirtualProduction #unity3d #unitygames #unity #AssetStore
Exploring the cutting-edge of 3D rendering with #GaussianSplats scanned in @Scaniverse and rendered in #DeckardRender SX ๐ฅ Watch how this technology brings scenes to life with stunning detail and almost real-time performance. Here's a sneak peek...
Testing a combination of #GaussianSplats and chromakeying in @unity3d.bsky.social by rendering them with my #DeckardRender plugin. GSplats are made with a help of #Scaniverse
Deckard Render Lite is now free to try on #Assetstore
One of the best games ever made. It has its own soul.
Thanks!
I have just made my Deckard Render plugin for Unity available for free (for animations under 10 seconds).
It is a good way to add depth of field and natural motion blur to any Gaussian Splat. Feel free to try it:
radiancefields.com/deckard-rend...
New version of Deckard Render SX Lite is now available for free. You can now try it with #GaussianSplats and make some nice animations. Tag me with your animation and I will give a voucher for a full version for a first 5 animations.
u3d.as/3pWD
It's a pretty rough test, and I would actually want a bigger chromakey studio right now ;)
Environment is mixed #Diffusionsplats made with
#Scaniverse and 3D cubes inside Unity. As this is just a test, I didn't work a lot on visual fidelity, and this can be improved a lot. Also, I'm testing this with a video footage made in 2 minutes.
I'm experimenting a depth approximation that can be used for placing Chromakey plane on correct depth. So that a speaker in any virtual studio can come off behind a desk in a front of a desk. While staying on a ground, and casting shadows on virtual objects. Everything happens in realtime.
Depth Aware chromakeying without any depth sensing hardware. As my new Deckard Chromakey for
@unity3d.bsky.social has a tracking feature that works in realtime with extremely good performance, I have a plenty of power to do some other things.
Everything is rendered in #realtime at 90 fps on NVIDIA #RTX3090. Environment was scanned with #Scaniverse. A trick is to use some DOF in #UnityForGames #GameDev #RealtimeVFX
Main question is: What would you like me to test next? Please, give me some nice challenge!
Working on my implementation of realtime compositing of #chromakey and #DiffussionSplats inside @unity3d.bsky.social . This test is all about smooth blending of environment and chromakeyed video.