user avatar
Ryan Schmidt
@rms80
Back @gradientspace. Making gsworkspace.com. Made Modeling Mode & Geometry Script @epicgames. Invented Autodesk @meshmixer. PhD in Computer Shapes.
Toronto
Joined September 2011
Posts
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    when you understand why there is only one rock, you will understand why so many other things (AI, 3D scanning, Houdini, procedural generators, etc) do not magically solve the make-videogame-environments problem
    I can't keep this knowledge to myself anymore. EVERY SINGLE ROCK on The Covenant is the same rock. EVERY ONE. ALL OF THEM. THERE IS ONE SINGLE ROCK ON THE COVENANT. NOT TWO, NOT THREE, JUST ONE. IT'S JUST ONE ROCK ROTATED, SCALED, AND MOVED AROUND.
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    this video perfectly demonstrates the absurdity of AI generators. Infinite galleries filled with unique imaginary "content" that has no meaning, history or purpose, and so no real reason for anyone to actually stop and look at any of it - but wow a quick flyby sure is impressive!
    "fly through tour of a museum with many paintings and sculptures and beautiful works of art in all styles" Video generated by #Sora
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    At some point this kinda stuff will look as-good-or-better than high-res meshes, and be more performant, and be easier to build with. Kinda hate to say it but I'm increasingly convinced that 3D grids (at multiple scales) are the only plausible way to build proper live virtual
    I'm building a renderer that uses very small voxels and displacement mapping to modernize the retro aesthetic of games like Doom and Quake. More info in thread #voxels #gamedev #rendering
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    the roll/twist rotation that accumulates in this type of gizmo (v apparent if you move the mouse in a small circle) can make it very frustrating to use. The original 1992 Arcball paper avoids this problem, but many implementations do not: graphicsinterface.org/wp-content/upl…
    GIF
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    Time for another @UnrealEngine 4.26 Tutorial - this one is on at-runtime geometry generation and editing: gradientspace.com/tutorials/2020… How to make the bunny-gun!
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    Something I've been working on is improving traditional Selection-based workflows in Modeling Mode. You can enable my WIP using a Project Setting in #UE5.1, and then you'll be able to directly select and transform faces/edges/vertices of DynamicMeshActors, without starting a Tool
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    this looks great but also screams kitbashed-megascans...after a few years working on UE, it's hard to un-see...
    This is the first time I felt a game engine demo cross the uncanny valley
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    maybe time to look at Godot...this is exactly the kind of workflow I was hoping to get into Unreal Engine. Imagine if FN Creative had gone this route...
    Runtime VoxelGI rebake in Godot
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    rounded bevel support now checked in to UE5 Main. 🎁🎄
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    Super quick demo of how to make a simple procedural mesh BP Actor using Geometry Script in UE5.0. See thread for screenshots of the stairs and cylinder BPs (apologies if the compression is terrible, will post source video link). Questions?
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    coming real soon now: some tools for making things with blocks, in unreal editor
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    Another super useful addition to Geometry Scripting in #UE.2 are the new Mesh Surface Sampling functions. These compute packed sphere locations on a mesh surface, with a guarantee that that none of the spheres intersect. Great for scattering shapes on another surface.
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    fast mesh winding number is pretty great...
    GIF
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    we can render a jillion triangles in realtime but things still fall apart if you have some overlapping glass...
    00:41
    oh my god amsterdam looks *incredibly* realistic in the new call of duty — almost can’t believe this is a video game