Quentin Lengele

  • BladeRunner 9732, Preview #2

    14,016 views 6 months ago
    Main page for more: http://www.cornflex.org/?pa...

    This preview shows a few environment interactions and a beta lightmapped scene.
    A new video capture is coming, with much better lightmap quality.

    Next steps:

    The furniture is not completed yet. Some objects are still missing, especially in the bedroom and the corridor.
    Lighting intensity/bouncing and Lightmap resolution could be better at some places.
    DOF implementation is coming.
    More/better ambient sounds are coming.
    Fix z-sorting on smoke shader.
    General Performance Optimization. Show less
    Read more
  • Uploads Play

    • BladeRunner 9732, Preview #2 - Duration: 6 minutes, 41 seconds.

      • 6 months ago
      Main page for more: http://www.cornflex.org/?page_id=1567

      This preview shows a few environment interactions and a beta lightmapped scene.
      A new video capture is coming, with much better lightmap q...
    • Blade Runner 9732, Preview #1 - Duration: 68 seconds.

      • 7 months ago
      Blade Runner 9732 is a pure movie fan madness.

      It was just a height map test on wall tiles in 3D Studio Max. It quickly turns into a modeling challenge to reproduce all the assets of Deckart's apa...
    • Fluids through Marching Cube algorithm - Duration: 4 minutes, 30 seconds.

      • 9 months ago
      Isosurface dynamic fluids in Unity.

      I managed to create Unity colliders interaction with an isosurface lattice: All the colliders in the scene are sync through a compute buffer and share informat...
    • GPU SkinnedMesh Instancing - Duration: 80 seconds.

      • 9 months ago
      Have you ever tried to instantiate thousands of animated skinned meshes in a Unity Scene? Even with GPU Skinning enabled (quite obscure feature in Unity) and baked skinned meshes (thanks to MeshBak...
    • DirectX11 ZCam Interaction - Duration: 92 seconds.

      • 10 months ago
      Some interactive particles with a ZCam depthmap under Unity.
      DirectX11 CS Shader technology.
    • Black Hole 0.1 - Duration: 8 minutes, 1 second.

      • 1 year ago
      I'm still working on gravity, adjusting some velocities, masses, distances and timescale to get realistic behaviors. Here you can see how it's running in real-time in Unity. There is a little frame...
    • Wet Glass Shader 0.5 - Duration: 71 seconds.

      • 1 year ago
      Almost ready for asset store.
      Features: GPU perlin noise, wipers, raindrops, grabpass texture distortion.
    • E411, Hidden Cars - Duration: 62 seconds.

      • 1 year ago
      About importing some mod cars. Still to be discussed and finetuned.
    • E411 - Duration: 3 minutes, 31 seconds.

      • 1 year ago
      We worked more than 10 years in Brussels, the most jammed city in the world they say. By frustration, we found enough madness to start a game some months ago. Now it comes to something really cool ...
    • Katana Particle System - Duration: 70 seconds.

      • 1 year ago
      Here is a short demo of my last personal development.
      Not well designed, sorry for that.
      Katana Particle System for Unity is a powerful and easy-to-use tool to handle millions of particles in real-...
    • DirectX11 Weird Particles - Duration: 2 minutes, 45 seconds.

      • 1 year ago
      Compute Shader stuff again.

      Blog post at: http://www.cornflex.org/?p=1048
    • DirectX11 Blood Emitter - Duration: 73 seconds.

      • 1 year ago
      Another effect with DirectX 11 Compute Shaders.

      Check my blog post for more info:
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