Tag: realtime

Realtime Titles

Posted on December 16, 2019 by ajconcep

Despite starting off as a 2D concept artist, I’ve found a lot of my personal projects have drifted into technical experiments in realtime and VR.

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Houdini water 1

Posted on December 16, 2019December 16, 2019 by ajconcep

Houdini ocean test. I found it’s possible to bake 10.6 secs of a Houdini ocean sim to an 8k flipbook as vector displacement data. The texture is huge, but since it’s only sampled once, is extremely fast.

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Houdini water 2

Posted on December 16, 2019 by ajconcep

Houdini Vector-displaced water in Unity HDRP

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Houdini Engine

Posted on December 16, 2019December 16, 2019 by ajconcep

Two Houdini procedural assets combined in Houdini Engine for Unreal

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Realtime Houdini

Posted on December 16, 2019December 16, 2019 by ajconcep

Houdini procedural assets – one that warps photogrammetry scans to fit a custom shape, and one that grows dripping moss on arbitrary objects.

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Realtime Software

Posted on December 16, 2019December 16, 2019 by ajconcep

I’ve been making good use of procedural tools and workflows for the work shown here – something I think will only grow in future.

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Realtime Unity

Posted on December 16, 2019December 16, 2019 by ajconcep

Unity Scene containing a number of assets shown elsewhere on this page. This is a legacy render, before the switch to HDRP (which greatly increased the quality of translucent leaves).

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Realtime showroom

Posted on December 16, 2019December 16, 2019 by ajconcep

Interactive showroom concept for a clothing label. A lot of emphasis was put on accurate fabric representation in VR.

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Realtime Unreal

Posted on December 16, 2019December 16, 2019 by ajconcep

Unreal scene, combining the same assets

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Realtime hemlock

Posted on December 16, 2019 by ajconcep

Coming from Europe, one of the best ways to learn North American trees has been to model them. This is a Western Hemlock created in ‘Plantfactory’. The base is made from 3 photoscans merged together.

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Tree billboard

Posted on December 16, 2019 by ajconcep

This experiment splits up a tree into 8 atlased billboards. The field of view is limited to around 90deg, but the results are promising, and (apart from the overdraw) quite efficient.

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Realtime ferns

Posted on December 16, 2019 by ajconcep

As a technical challenge, I coded a matrix transform in a substance FX node. This allows position and normals maps to be manipulated within substance, for some interesting effects. In this example, whatever angle the fern is rotated, the leaves nearest the ground are retextured to brown and decayed.

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Realtime rocks

Posted on December 16, 2019 by ajconcep

Some more polished photogrammetry assets, from Lighthouse Park and the Capilano River.

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Realtime runway

Posted on December 16, 2019 by ajconcep

This ‘virtual runway’ was a project to really push my skills with Substance Designer. Everything, including the animated raindrops, was textured using the tool.

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Realtime rocks upres

Posted on December 16, 2019December 16, 2019 by ajconcep

The photogrammetry rocks were shot on a relatively old camera (before I replaced it with a Sony A7R), and were quite soft. This is a substance designer script to up-res and sharpen the edges, to create the appearance of higher quality assets.

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Realtime delight

Posted on December 16, 2019December 16, 2019 by ajconcep

Photogrammetry de-lighting experiment. Uses a partially emissive shader to create realistic baked indirect lighting from the photogrammetry solve itself. I haven’t yet found a use for it, but the results were promising.

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Realtime RDT

Posted on December 16, 2019December 16, 2019 by ajconcep

Like a lot of artists, I was very impressed with ‘Real Displacement Textures’ when they were first released. This is an experiment on how I could replicate something similar results on my own kit.

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Photogrammetry

Posted on December 16, 2019December 16, 2019 by ajconcep

Two of my earliest photogrammetry experiments, both around mosquito creek in North Vancouver. I was comparing ‘Photoscan’ (now ‘Metashape’) and ‘RealityCapture’ at the time, so I don’t know which one these were solved in.

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