Daniel Bobrowski

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Daniel Bobrowski

Daniel Bobrowski

@GridAndNode

Realtime VFX Artist. ⚡️ Exploring Unreal Engine through technical tutorials. Working on my own game! https://t.co/pSdSpWEX5Q

Rzeszów, Polska Joined Aralık 2021
117 Following502 Followers
Daniel Bobrowski
Daniel Bobrowski@GridAndNode·
Large Explosion i made for my portfolio. UnrealEngine, Embergen, Illugen, Substance Designer
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Daniel Bobrowski
Daniel Bobrowski@GridAndNode·
@TruceOrFeud I’ve also been breaking down epic's grid2d/grid3d systems and trying to understand it. Shallow water is probably most helpful, but also the most complex.
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Daniel Bobrowski
Daniel Bobrowski@GridAndNode·
@d1veNAS I guess, they forgot to plug texture into their material instance, so its using default one from the master material.
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d1ve
d1ve@d1veNAS·
uhm riot, you guys forgot to remove the albedo watermark.. if thats what it is xD
d1ve tweet media
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Daniel Bobrowski retweeted
Flying Wild Hog
Flying Wild Hog@Flying_Wild_Hog·
Some legends are destined to be retold. Tomb Raider: Legacy of Atlantis is a reimagining of Lara Croft’s iconic 1996 debut. We are proud to announce our cooperation on this project with @CrystalDynamics and @amazongames. Bringing our passion and expertise into such an iconic IP is both an honor and a creative thrill. Crafting a modern reimagining of Lara’s original adventure is a responsibility we embrace with passion and absolute focus. With Tomb Raider: Legacy of Atlantis, we’re expanding the universe while staying loyal to what fans have always loved. We can’t wait for players around the world to experience the results of our hard work and dedication. Wishlist now: playtr.games/wishlistnow Coming to PC, PS5, and Xbox Series X|S in 2026!
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Daniel Bobrowski
Daniel Bobrowski@GridAndNode·
@delaigrodela One last thing, I think its not that easy to do with cheap WPO node, but if u use regular one, you can transform rotation vector from local space to world and it will no longer be aligned to world axis, you will be able to rotate it as u want in the world.
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Daniel Bobrowski
Daniel Bobrowski@GridAndNode·
@delaigrodela And here you can see rotation through material (on the left) and same mesh without WPO material, rotated by hand. Normals are same. @delaigrodela
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Daniel Bobrowski
Daniel Bobrowski@GridAndNode·
@delaigrodela Okay, I reproduced your version and here is fix for it. Also, if mesh is nanite and WPO offset is big enough, you need to increase Max World Position Offset Displacement in material details. Basicly, put 0 in normal pivot point, and you used pixel pos for vertex normal :P
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Daniel Bobrowski
Daniel Bobrowski@GridAndNode·
Works super cool, but there is only few bindings to work with atm
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