Gil Damoiseaux

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Gil Damoiseaux

Gil Damoiseaux

@Gaxil

Techart lecturer, Senior R&D engineer @JangaFX, eurorack enthusiast. Not looking for freelance work

Namur, Belgium Katılım Ekim 2010
668 Takip Edilen12.2K Takipçiler
Gil Damoiseaux retweetledi
JangaFX Software
JangaFX Software@JangaFX·
Over the past year we've helped over 100 artists update their portfolios after being laid off by giving them access to our tools free of charge. We've decided to make our Layoff Assistance Program a permanent part of our business! jangafx.com/layoff-assista… #gamedev #realtimevfx
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Xor
Xor@XorDev·
Introducing FragCoord: My ultimate shader editing tool!
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Gil Damoiseaux
Gil Damoiseaux@Gaxil·
@Julien_Simon12 The node used here is not yet in the public release, but you'll have similar sample when the patch will be released.
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Julien Theo Simon
Julien Theo Simon@Julien_Simon12·
@Gaxil Please post some of these graphs!! Would love to see the node set up
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Gil Damoiseaux
Gil Damoiseaux@Gaxil·
Here's the project I completed last week during an on site Unreal PCG workshop at school. The assets were created with #geogen and #illugen, except for the statue (by Ignas on Sketchfab) and the Mixamo characters. #gamedev #techart
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Gil Damoiseaux retweetledi
MacKenzie Shirk
MacKenzie Shirk@mac_shirk·
Got some Illugen going on
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JangaFX Software
JangaFX Software@JangaFX·
🗒️Tomorrow is our last day of work for 2025 until we get back on January 5th and so I'll take the time now to reflect on the past year. First and foremost I think we had a wonderful year of software releases and had a couple of particularly innovative releases: LiquiGen 1.0 and IlluGen 1.0. For the first time we added MacOS support to two tools, IlluGen and GeoGen. We unveiled a custom roadmap that you can interact with at jangafx.com/roadmap and it serves as the place to read changelogs, see future features, vote on them, comment on them, and more for each product. This was a great step towards more transparent development and gave us a platform to receive customer feedback. My hope is that this can eventually be the places to collect and track bugs and public feature requests as well. We successfully moved to an 8 week release cycle so that every 8 weeks we release new updates for most of our tools to prevent long stretches of time without updates. One other thing that I'm proud of is we helped 104 artists in need of tools to update their portfolios via our layoff assistance program. This year of course had its challenges: GeoGen development was frozen due to low financial success, though it is an incredible tool that you should try! New tax laws going forward will greatly affect our operating cash flow, which will continue to be an issue in the coming years, and US revenue in particular saw a steep drop off, presumably due to economic and political instability. Regardless, we've weathered many storms and have built incredible products with an incredible team of 25 people all around the world. If I had to guess we have played some role in thousands of games, music videos, tv shows, advertisements, and hobbyist projects combined over the past 5 years and that's something to be proud of. When I meet people and tell them what we do, I often end with with "You've seen our work, you just didn't know it was us." Have a great holiday, thank you for your support, and here's to 2026! - @nickseavert
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Gil Damoiseaux retweetledi
JangaFX Software
JangaFX Software@JangaFX·
(full screen this) In our next IlluGen build we'll be shipping a number of new motion vector/optical flow generators. One of them includes our new "dual flow" optical flow method which allows you to blend flow maps to preserve important motion and details in complex scenarios. Motion vectors have never been easier! #gamedev #realtimevfx
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Gil Damoiseaux
Gil Damoiseaux@Gaxil·
Next week I'll be in Breda from Monday to Friday for the GPC with some colleagues from JangaFX. Feel free to contact me if you'd like to chat/meet.
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Nick Seavert
Nick Seavert@nickseavert·
Working on a lightning strike spell with IlluGen and UE5. The lightning and shock rings were created in IlluGen and are mesh flipbooks with the animation frame data stored in vertex color alpha channel. Will do a breakdown video next week. #realtimevfx #gamedev
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Gil Damoiseaux
Gil Damoiseaux@Gaxil·
@EMP14R Not in the upcoming update that is in QA, but most likely for the following one.
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Emplar
Emplar@EMP14R·
@Gaxil Neeeeed this! Coming anytime soon to illugen?
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Gil Damoiseaux
Gil Damoiseaux@Gaxil·
Here are the graph breakouts. Some VFX are using a render to texture node that will be available in the next update
Gil Damoiseaux tweet mediaGil Damoiseaux tweet mediaGil Damoiseaux tweet mediaGil Damoiseaux tweet media
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Nick Seavert
Nick Seavert@nickseavert·
Built a simple flare generator in IlluGen today. Really fun to play around with the procedural nature of the tool and just make some cool things! Infinite variations and really easy to find something to leap off of quickly. If you want to give the generator a shot in IlluGen, feel free to download it here: drive.google.com/file/d/1r92Ie6…
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