post production

October 2021

Carrier Command 2 - Bear

Category : Graphics

My son is a huge fan of Carrier Command 2. Having been a fan of the original Carrier command myself, more than 30 years ago from now on Atari ST, I decided to model one of the tanks in the game (the "bear") in order to print it.
The size of the model is quite small (about 10 cm) and the large number of details predestines it rather to resin printing (SLA). However, with a scale of 300% or more, it should be possible to do this on a filament printer (FDM).
A next post will be devoted to the printed version soon.
In the meantime, you can download the model for free at Thingiverse.

3d modeling, carrier command, resin printing

February 2020

Smartphone refraction

Category : None

Refraction simulation and more generally transparency on smartphone is a rather expensive luxury. However, thanks to Shader Graph, it is possible to quickly prototype a shader which allows this at a lower cost. This is what I tried to produce on this test.

A parametric triplanar noise is used for the deformation of the vertices, but also the normal map, as well as the deformation of the background video texture. This texture is then applied to the object on its emission channel and its albedo with a bit of Fresnel. The result is far from being a true refraction of course, but for the smartphone, and given the few resources that this requires, it works pretty good.

I am using this shader in a production being finalized in augmented reality which will not fail to appear very soon here.
Unity 3d 2019 (C#) + URP + Shader Graph 0.7

Unity 3d developer, shader graph, refraction shader

February 2020

Unity raytracing (sequel)

Category : None

Still in the context of my investigations on raytracing in Unity using the latest package (still in preview) of real-time raytracing based on the most recent Nvidia GPUs, here is a small and very short test video. The lack of time, but especially the lack of stability of the functionality, and the incessant crashes did not allow me to push much further the tests.
I had planned a lot more, but, at the time of writing this post (February 2020), raytracing under Unity is still in pre-release. It is therefore absolutely not possible (and I confirm) to use it serenely in production for the moment unfortunately.
Nevertheless, the results, although succinct and limited, are still encouraging. Hopefully Unity will (finally) produce an efficient real-time GI system ... and one that works ... maybe with this techno ?
I'll test this further when the raytracing will be much more stable.
Configuration used :
Nvidia GTX 1080m
Unity 2019.3.0f6
HDR 7.1.8

Unity 3d developer, Unity realtime raytracing

February 2020

VFX Graph underwater effect

Category : None

Still in the context of my Visual Graph tests from Unity 3d, I tried the point cache system. It still lacks functionality and a few bugs remain, but the whole thing works pretty well. The possibilities are numerous, and many explorations still necessary...
The underwater effect is mainly given by the movement of particles and especially by post Fx (fog, color correction, distortion, chromatic aberration, vigneting ...).

Unity 3d developer, VFX Graph, Visual Graph

May 2019

New logo developpeur3d.com

Category : Graphics

After nearly 10 years,a new logo was necessary. This version, deliberately very close to the Unity 3d's logo, and more sober than the previous logo, indicates the orientations of the site taken for those past 10 years: 3d development and rigor.The logo has been modeled in 3d of course, and exists especially in CAD model for a possible 3d printing (which may be the subject of a future post in the lab section) ... Stay tuned

logo, 3d modeling

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