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Victor Careil
@phyronnaz
CTO at TotalView, pushing reality capture rendering forward outside of the game industry. Also founder of @VoxelPlugin You can DM me on discord @ phyronnaz
Montpellier, France
Joined December 2015
Posts
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    How to make a cave in Voxel Plugin under 2 min If you are in Orlando I can do live demos!
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    me: debugs why a node isn't running for half an hour the node:
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    Voxel Plugin 2 will support runtime nanite & nanite tessellation You'll be able to paint any material, anywhere Coming early next year
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    Life-sized Mars in Unreal Engine 5 using Voxel Plugin 2.0 That planet actually has a radius of 3,389.5ย km 1/3 #UE5 #voxel #gamedev #indiedev
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    In addition to sculpting, Voxel Plugin 2 will have a fully non-destructive stamp-based workflow In other words: you'll be able to use any mesh you want to shape the terrain, and if you need to move them 6 months later, you can! Here I'm making a simple cave with 3 meshes
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    Announcing Voxel Plugin 2 Runtime Nanite Nanite Tessellation Runtime Lumen Unlimited Materials Release early 2025 #ue5 #gamedev #indiedev
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    I've been digging into @UnrealEngine 5's Lumen yesterday to make it work with my voxels. Here's what I learned along the way, if anyone's curious (if I say something wrong please correct me :) )
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    I've packaged the Matrix Awakens demo for PC if anyone wants to try it without downloading the 90GB of the marketplace asset: drive.google.com/file/d/1yQFtLGโ€ฆ Only 17GB :) #ue5 #matrix #gamedev #indiedev
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    I got tired of Unreal's debug drawing performance, so I made my own system today. Drawing +50M points just works now :) It's open source (link below)
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    I need help: say I have a plugin that lets you render millions of cubic voxels in Unreal super fast It can run on integrated graphics, can support opaque, shaded, translucent voxels Would you have a use for that, and if yes what? 1/6 #UE5 #voxel #gamedev #indiedev
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    Ever wanted to write HLSL in Unreal? The HLSL Material plugin now supports defines, includes, bool/texture parameters, default values... Errors are also clickable, redirecting here to the awesome #RiderForUnrealEngine! github.com/Phyronnaz/HLSLโ€ฆ #ue4 #indiedev #gamedev
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    Indirect material blending. Blend any number of materials, at runtime. Supports thousands of materials being rendered at once. Each material can have its own shader graph - no need to make a unique landscape material anymore. 1/5 #ue5 #gamedev #indiedev
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    Non-destructive voxel landmass workflow, supporting Lumen, water & more Want to learn more? We'll be live tomorrow at 11am PST/2pm EST/8pm CET to show how it works ๐Ÿ‘€ ๐Ÿ‘‰ youtu.be/ztp15G9COM8 #voxel #gamedev #indiedev
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    I've been watching Deathrey develop this the last few months, it's nuts. This is ACTUAL realtime 3d fluid sim running at 60+ fps - not an heightmap or a baked sim All made in stock UE4 Niagara A lot more is coming, if you care about CG at all you should follow him!