Senior Rendering/Engine Programmer at Red Rover Interactive As an Engine/Rendering Programmer at Red Rover Interactive, you will be responsible to improve upon and customize Unreal’s engine architecture. #GameDevelopment #RenderingProgramming #UnrealEngine #GraphicsProgramming #CPlusPlus #ShaderProgramming https://lnkd.in/dmG7hRsx
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It's always nice to be able to have video of 3D work especially when it turns out well. Using the V-Ray GPU renderer it is so much faster than what it used to be when it could take hours to render one image, now I can render in minutes so I can do animations much easier. Funny though I'm still using multiple renderers; while I mainly used V-Ray GPU I also used regular V-Ray for the volumetric effects and then the good old Scanline renderer for the reactor effects since it's still just easier and faster to do some things that way.
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🌟 New Tool Release: LUT Generator for Pre-integrated Subsurface Scattering 🌟 Excited to share a tool I developed that generates a LUT (Look-Up Texture) for pre-integrated subsurface scattering (SSS)! Pre-integrated SSS is typically only available with custom shaders, which you can find on the AssetStore or even create yourself. My custom Unity pipeline, URP+, already leverages this advanced technology to push the boundaries of rendering in URP. This tool simplifies the complex process of generating high-quality SSS effects, giving you more flexibility and control in achieving realistic lighting and materials. Whether you're using existing assets or crafting your own shaders, this is a game-changer for improving visual fidelity. Also check out URP+ and explore how it can enhance your projects! 🚀 Link: https://lnkd.in/e_y7XqZM #Unity3D #GameDevelopment #Shaders #SubsurfaceScattering #Rendering #URP #URPPlus #TechArt #GameDev #AssetStore
Pre-Integrated SSS LUT Generator | Utilities Tools | Unity Asset Store
assetstore.unity.com
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Researcher and PhD Candidate | Design & Code for Built Environments | Swinburne University of Technology
Here's a video showcasing seven Saturday-afternoon design explorations in built environment simulation, following on from my previous post on the flexibility of the Unity game engine (https://lnkd.in/gUBiatw6). Shown from the top left are: 1. Walking path placement optimisation for accessibility 2. Pedestrian circulation analysis 3. Interactive feedback for participatory design 4. Building massing visibility analysis 5. In-scene vegetation visibility analysis 6. Shadow origin analysis 7. Agent-based traffic simulation #Architecture #UrbanDesign #Unity #Unity3D #Engagement #Design #SoftwareDevelopment #ComputationalDesign #DesignComputing #Visualisation #Simulation
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Dazai Game Engine: A 2D game engine written in C++ and OpenGL with ECS-based architecture. -Purely ECS-based architecture using sparse sets and signature-based components and systems. -Basic 2D physics with arbitrary rectangle collision detection and resolution. -Line-box intersection-based Raycast system. -Update and FixedUpdate support for deterministic physics. -2D renderer with batching support and custom way of parsing and compiling shaders. -2D Camera system. -Debug rendering for colliders and Raycast. -Sprite sheet-based 2D animation system. -Modular Mouse/Keyboard input system. -Modular and flexible Resource manager. -Easy-to-use scene manager for prewarming and loading levels. -ImGui Integration for making custom editor UIs and In-Game UIs. -Sound system. -Custom general-purpose logger for debugging purposes. This was my pet project, I was doing for fun. I have found something more exciting to do. So decided to make this public, feel free to use it, as you like. Its not production ready but, if you know your stuff, you can make a game out of it. https://lnkd.in/dUt-T6Zd
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Not level design related but last night I made a quick rendering for my lastest Youtube video. Because I had some troubles rendering with Blender recently (my GPU is lagging) I decided to learn 3D rendering on Unreal Engine 5. While the result might be is a bit buggy with some broken textures, it was interesting using UE5 for something else than game dev. Not a perfect work but I learnt a lot and it was fun (the most important part). #3DRendering #BrokenTexturesandLightslol #VideoEditing #UnrealEngine5
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Unexpected Jorn... Ahem, update. It should have happened, and it's here... Welcome, Vulkan validation layers! I am glad to present a new version of SGR, which brings us the possibility to enable validation layers for better development of our graphics applications. Along with this, we fixed many bugs that were causing incorrect memory and object lifetime management (creation, destruction, deallocation, etc.). This is very good news! Another BIG feature added is the ability to change dynamically linked data to objects (matrix buffers, textures, and many others), which offers us new possibilities for developing animations. Cross-platform compatibility has also been improved.
Release SGR-v0.9.0 · xxxmonsterxxx/SGR
github.com
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#LUD17 of #LearningUtsav Today, I explored how OpenGL works with our browser. It was an exciting dive into the inner workings of how browsers use WebGL to interface with OpenGL, allowing us to render 3D graphics efficiently. Understanding how WebGL acts as a bridge between JavaScript and the GPU through OpenGL really clarified how browsers handle rendering pipelines, shaders, and performance optimizations. This knowledge is key to creating high-performance 3D applications that leverage hardware acceleration. This marks a deeper understanding of the technicalities behind the tools we use every day to build immersive 3D experiences on the web. Let’s continue making this Dashain-Tihar a true #FestivalOfLearning with Learning Utsav !
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FastRiverPainter is a Unity plugin specifically designed for efficiently creating river systems. Its uniqueness lies in the ability to directly paint rivers on terrain and objects, with support for defining the flow direction of the rivers. There is elegant handling of transitions where the terrain or objects intersect with the river. As this process does not generate any additional mesh data, it proves to be more friendly to the performance of mobile platforms. https://lnkd.in/gCFKCCPc
FastRiverPainter | Painting | Unity Asset Store
assetstore.unity.com
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What is the most realistic render software? 1. V-RAY: Good for detailed designs, needs a strong computer. Costs vary, used in buildings, movies, and games. 2. Arnold: Makes things look real in films and games. Costs yearly, popular in movies and TV shows. 3. Corona Renderer: Easy to use, great for showing architecture. Costs vary, liked by smaller companies for buildings. https://lnkd.in/gnZ5d4-S #3drendering #3drenderings #3drenderingservices #3drenderingandanimation #3drenderingservice #3drenderingart #3drenderingaustralia #3drenderingbusiness #3drenderingcompanies #3drenderingcompany #3drenderingdesignservices
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#unrealengine #leveldesign #quixel #megasca #tranuillity Some Work in Progress of a level design I am working on. Made the landscape in Houdini and slammed it in Unreal via Houdini Engine. FX: Made those in Niagara, The gas is default from plugin. Missing the Butterflies of course. Doing some HLSL for guiding insects via Niagara. Quite interesting work figuring out patterns of movement and try to squeeze all that into fast logic. Assets: Quixel Megascans Drinks & Snacks: My wife Barkings: My dog.
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