James Sharpe

35 posts

James Sharpe

James Sharpe

@_JamesSharpe_

Technical artist, introvert, avid gamer and real time rendering enthusiast. --- He / Him

Katılım Ocak 2012
119 Takip Edilen680 Takipçiler
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James Sharpe
James Sharpe@_JamesSharpe_·
This ended up being fast enough for us to update it dynamically :)
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James Sharpe
James Sharpe@_JamesSharpe_·
@techsaby Nice work! What solution are you using here? Is this precached Houdini, Chaos, or something else?
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James Sharpe retweetledi
Chris Wallis
Chris Wallis@chriskwallis·
A small real-time DX12 VDB renderer I've been playing with. Not sure where I want to go with it yet but there's loaaads of optimization/visual things I'm looking forward to adding on. May also clean this up and put it up as a small sample on GitHub.
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James Sharpe
James Sharpe@_JamesSharpe_·
Apologies about the random creating, deleting and recreating tweets. I'm kinda new to this twitter thing and trying to work out how to setup threads properly 😅
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James Sharpe
James Sharpe@_JamesSharpe_·
By using the screen position instead of the world position to read the volumetric data we could use this for the UI as well.
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James Sharpe
James Sharpe@_JamesSharpe_·
This created membranes between floors though. We were able to fix this by erasing the floor above when it was too close to the floor below.
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James Sharpe
James Sharpe@_JamesSharpe_·
The Venom for Escape was one of the hardest things for us to pull off on Gears 5. Here is a demo of the 3D flow solution we put together for it.
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James Sharpe
James Sharpe@_JamesSharpe_·
@sonofpeter_kjp Hi Kurtis, I haven't had to deal with the ReadPixel stuff. This is all done with stock blueprints and materials. I take it ReadPixel is about getting stuff from the GPU to the CPU? I haven't Gotten into any C++ code yet. This looks interesting though michaeljcole.github.io/wiki.unrealeng…
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James Sharpe
James Sharpe@_JamesSharpe_·
Here is a technique we used on Gears 5 to store 3D information in a single sample of a 3D texture. I'm keen to push this further as there are potentially a lot of good wins in regards to memory and performance.
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Ryan Brucks
Ryan Brucks@ShaderBits·
Some cloud experiments continued from #UE5 #PS5 demo; here showing Flowmaps-3D function from 4.26. The Clouds are made from Curve Assets + hand painted density & flowmaps. Paint thunderstorms! Now as twitter video. Examples will be included in 4.26 #UE4 #realtimevfx #cloudscape
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James Sharpe
James Sharpe@_JamesSharpe_·
@mike_lyndon @ShaderBits Thanks Mike :) It means a lot to hear people are finding this useful. This talk was a lot of fun to put together. Putting together a formal presentation is a really worthwhile experience for anyone wanting to get better at structuring their thinking.
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The Cynical Swede
The Cynical Swede@Dealman69·
@_JamesSharpe_ Very nice, if possible I'd also love to see your approach for the deforming red sand. I spent several minutes just messing around in the sand... 🤣
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Mari
Mari@MadMaraca·
Second attempt at --"In Search of Water"-- I think this came out way better than previous one! Let me know what U think! also thanks everyone for ur support and great suggestions! ^^ #voxel #voxelart #magicavoxel #gamedev #mars
Mari tweet mediaMari tweet mediaMari tweet media
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