Some progress on the VAT export in #illugen. Complex mesh animations can be imported in game engines ... (made with an internal build)
#VFXFriday #realtimevfx #vfx
@gaxil.bsky.social
Senior R&D engineer at JangaFX - main dev of GeoGen and Illugen, Techart lecturer at HEAJ-Belgium and eurorack enthusiast
Some progress on the VAT export in #illugen. Complex mesh animations can be imported in game engines ... (made with an internal build)
#VFXFriday #realtimevfx #vfx
Here are the graph breakouts. Some VFX are using a render to texture node that will be available in the next update
29.09.2025 07:05 β π 3 π 0 π¬ 0 π 0Experimenting black & white stylized VFX in #illugen, inspired by @shiasa__ (on X) recent posts. #VFX #techart
28.09.2025 18:33 β π 14 π 1 π¬ 1 π 0Lense flare generator built with #illugen
If you want to give it a whirl, feel free to download the project here: drive.google.com/file/d/1r92I...
#realtimevfx #gamedev #textures
WIP on Pixelizer node in #illugen. Clean size reduction, quantization and multiple dithering options. Used here with the incoming render to texture node. #realtimevfx #vfx #techart
16.09.2025 21:41 β π 12 π 2 π¬ 0 π 0Some hints and tips to create electric arcs in #Illugen using distance and curvature nodes : www.youtube.com/watch?v=Fhw_...
#VFXFriday #realtimevfx #techart
Thanks Brieuc !
29.07.2025 01:41 β π 0 π 0 π¬ 0 π 0Thanks Guillaume !
28.07.2025 15:25 β π 0 π 0 π¬ 0 π 0Finally, I'm proud to announce that #Illugen 1.0 is available.
If you need to generate assets for special effects, this is the tool for you : Spritesheets, noises, caustics, masks, meshes(including pivot baking) ... and much more to come.
jangafx.com/software/ill... #realtimevfx #techart
Sure! Look for a bald guy with a braid in his beard ;)
11.03.2025 20:28 β π 1 π 0 π¬ 0 π 0Next week, I'll be at #GDC2025. Feel free to contact me if you want to meet. I will also be at the VFX Mixer event with some colleagues, #JangaFX being one of the sponsor this year.
10.03.2025 08:41 β π 11 π 1 π¬ 1 π 0Testing Dark Ruins as environment for #VFXFriday #realtimevfx #vfx #ue5
03.01.2025 22:03 β π 8 π 2 π¬ 0 π 0I'm back to my spring-based Niagara fur simulation. The issues from the last iteration are now solved and wind has been added, making it more dynamic.
15.12.2024 22:49 β π 12 π 0 π¬ 0 π 0Thanks! It's something I'd like to do eventually, the main problem being having the time to do it π
22.11.2024 10:30 β π 2 π 0 π¬ 1 π 0Thanks Harry !
22.11.2024 10:28 β π 1 π 0 π¬ 0 π 0Unfortunately it's only for an on site course where I teach technical art in Belgium.
21.11.2024 22:11 β π 2 π 0 π¬ 1 π 0No, it's full resolution, and the 3D noise is generated on the fly.
21.11.2024 21:42 β π 1 π 0 π¬ 1 π 0The material itself is opaque and I check the 'Has pixel animation' option on the material, which is getting rid of the temporal artifacts.
21.11.2024 21:30 β π 3 π 0 π¬ 1 π 0Material for my introduction course to volumetric rendering/raymarching using custom HLSL node in UE5.
21.11.2024 21:01 β π 105 π 9 π¬ 2 π 0Next week I will be in Breda with some JangaFX colleagues for the Graphics Programming Conference. Feel free to send me a message if you are going too and we can talk in person.
10.11.2024 17:25 β π 9 π 3 π¬ 1 π 0Since I finally decided to come here, here is my introductory message:
Hi, I'm Gil! I'm working as R&D engineer at JangaFX and has worked on Embergen and GeoGen. I'm also a technical art lecturer at HEAJ in Belgium.
And to start with, a post process I've done for one of my recent courses.