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  • B.R.U.T.A.L

    172 views 1 month ago
    B.R.U.T.A.L is a short story with old-timers, concrete and mysterious desert undergrounds.

    More details on the Behance page:
    https://www.behance.net/gal......

    I really wanted to create something from scratch here, without drafting... only feelings.
    This project is done with my favorite tools: Houdini, Substance Painter, Redshift, Quixel and 3DSMax.
    Music is a bit basic but it's also made by myself.

    Hardware:
    AMD Ryzen Threadripper 1950x
    Asus Zenith Extreme Motherboard
    128GB RAM DDR4 2933Mhz
    4x RTX 2080 Ti
    2x 1TB SSD M.2

    Rendering:
    Setup done in Houdini
    Rendering done with Redshift
    Total scenes: 8
    Total frames: 4519
    Rendering time: approx. 16h Show less
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  • Uploads Play all

    • B.R.U.T.A.L - Duration: 3 minutes.

      • 1 month ago
      • 172 views
      B.R.U.T.A.L is a short story with old-timers, concrete and mysterious desert undergrounds.

      More details on the Behance page:
      https://www.behance.net/gallery/95776739/BRUTAL

      I really wanted to cre...
    • Houdini Noisy Sphere Tutorial - Duration: 2 minutes, 57 seconds.

      • 1 year ago
      • 2,546 views
      Here is my first Houdini tutorial. I'm sorry, I'm not used to do this kind of thing... as my spoken english isn't fluent.... but here you are.

      Noise Wrangle Code:
      http://quentinlengele.com/files/h...
    • Point Cloud Sandbox - Fast export & Houdini import - Duration: 5 minutes, 31 seconds.

      • 1 year ago
      • 1,879 views
      As you may noticed, I worked on Point Cloud Sandbox these last weeks to add an export feature, as requested by some CGI fellows. I did it. The behavior is quite good and you can export interesting ...
    • Point Cloud SandBox with MeetMat - Duration: 83 seconds.

      • 2 years ago
      • 1,232 views
      More info about Point Cloud Sandbox here: http://www.cornflex.org/index.php/2016/05/04/webgl-body-s...
    • Point Cloud Sandbox 1.0 - Duration: 3 minutes, 59 seconds.

      • 2 years ago
      • 4,474 views
      A small video to show how to play with my WebGL Particle System, under Google Chrome on Windows 10.

      Go to http://pointcloudsandbox.cornflex.org to test it ;)

      Music: SomaFM, Mission Control
    • Point Cloud Sandbox 0.5 - Duration: 2 minutes, 46 seconds.

      • 3 years ago
      • 6,503 views
      I got some time to optimize my native WebGL FBO engine and turn a few parameters into UI controls. The user can now upload a OBJ or PLY file, apply tessellation iterations to add more vertices to t...
    • Point Cloud Sandbox 0.2 - Duration: 3 minutes, 45 seconds.

      • 3 years ago
      • 35,690 views
      At last, my native WebGL particles now support (classic) shadow maps and phong lighting is fully integrated with ThreeJS pipeline according a point sprites technique with generated depth. Live demo...
    • Point Cloud Sandbox 0.1 - Duration: 3 minutes, 53 seconds.

      • 4 years ago
      • 3,107 views
      Blog post here:
      http://www.cornflex.org/index.php/2016/05/04/webgl-body-s...

      I wrote Particle Systems in many different environments. This time, I port my experiences on a web page thro...
    • Katana Particle System 0.2 - Duration: 60 seconds.

      • 4 years ago
      • 1,676 views
      Adding Blinn Phong, Reflection, Refraction and Thickness and transparency. Next steps: GPU physics :/
    • Katana Particle System 0.1 - Duration: 2 minutes, 47 seconds.

      • 4 years ago
      • 1,277 views
      Porting Katana Particle System to Unity 5. Blog post: http://www.cornflex.org/?p=1124
    • Fluids through Marching Cube algorithm - Duration: 4 minutes, 30 seconds.

      • 5 years ago
      • 6,627 views
      Lots of metaballs can be heavy for a CPU process. I absolutely wanted to implement a compute shader approach of it … to see what are the possibilities in Unity to get a real-time fluid effect.

      Mor...
    • GPU SkinnedMesh Instancing - Duration: 80 seconds.

      • 5 years ago
      • 7,958 views
      Have you ever tried to instantiate thousands of animated skinned meshes in a Unity scene? Even with GPU Skinning enabled and baked skinned meshes, the Animation Class on every instance is consuming...
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