Chiro Visuals

101 posts

Chiro Visuals

Chiro Visuals

@chirovisuals

Dev & 3D specialist - Available for work

worldwide Katılım Şubat 2026
31 Takip Edilen352 Takipçiler
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Chiro Visuals
Chiro Visuals@chirovisuals·
I built an opensource, real-time snowfall system using @threejs & @webgl❄️ GPU-instanced flakes, ice-crystal sparkles, Lake system with multiple settings & I added the ability to import a model and conrol how the snow behaves with it. Code: github.com/achrefelouafi/…
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Chiro Visuals
Chiro Visuals@chirovisuals·
This is an opensource fully procedural building generator running using @threejs . Building customization, (GPU instancing). Real-time snow, rain & wet surfaces. I reverse-engineered a Blender geometry nodes graph to TypeScript. Source code : github.com/achrefelouafi/…
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Chiro Visuals
Chiro Visuals@chirovisuals·
@onimae_dev @threejs Thanks for your comment, i’m not sure how it performs on mobile cause mainly i done it for pc but i think with some geometry optimizations u can get one running smoothly on it
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Manuel Arias
Manuel Arias@onimae_dev·
@chirovisuals @threejs Never done this before... how it works on mobile? The more I see projects like this I just find out i need to study more... f 🫩
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Chiro Visuals
Chiro Visuals@chirovisuals·
I built an opensource, real-time snowfall system using @threejs & @webgl❄️ GPU-instanced flakes, ice-crystal sparkles, Lake system with multiple settings & I added the ability to import a model and conrol how the snow behaves with it. Code: github.com/achrefelouafi/…
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Chiro Visuals
Chiro Visuals@chirovisuals·
@marcinignac @threejs Context providers (like Position/Index) just became values from the current array/loop index once the domain was fixed.
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Chiro Visuals
Chiro Visuals@chirovisuals·
@marcinignac @threejs The tricky part wasn't fields themselves it was preserving Blender's re-indexing after every Separate/Join, since that's where eager implementations silently diverge. This graph was also fairly feed-forward (no repeat/simulation zones), so that approach was viable.
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William Faucher
William Faucher@WillFaucherVFX·
After many months of work, I’m happy to (finally) announce the release of EasyWaterscape for #unrealengine! With realtime ocean/water simulation, dynamic foam & shorelines, underwater transitions, buoyancy, and one-click presets, it is what I think is the easiest water tool to use and get fantastic results with. You can get it right now on @fab Full tutorial here: youtu.be/dXuwb4PpodQ #gamedev #ue5
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Chiro Visuals
Chiro Visuals@chirovisuals·
@ArchXpi @threejs aha the texture maps are being loaded from the public folder, you need to copy all the images
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Chiro Visuals
Chiro Visuals@chirovisuals·
@SpaceBomberZ @threejs Of course, it's a tool, and I guided it. But it doesn't replace understanding procedural generation, PBR materials, GPU instancing, and the rest of the pipeline. Those fundamentals are what make the final result possible. I'd be interested to see you build something similar.
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robot 2.0
robot 2.0@alightinastorm·
when you hit her j-spot
robot 2.0 tweet media
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Chiro Visuals
Chiro Visuals@chirovisuals·
@sebuzdugan @threejs seeds won't match the same seds in blender cause the nodes are translated to typescript and the randomization alghorithm is different
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