Ray Young VFX
Ray Young VFX
  • Видео 14
  • Просмотров 90 391
Grassive - Millions of Blades of Beautiful Grass in Unreal 5
Hello! I'm working on a project in unreal 5 to render absurd amounts of high quality grass over a large space. Hopefully I can eventually make this a usable and deploy-able tool that could see some use in professional game releases, but it is still very early in development as you can see from some of the floating patches and bad seams. But it still looks damn good! Enjoy!
With good quality settings using DLSS 3.5 I can achieve approximately 120fps average in this scene on the following hardware:
Intel 13900KF
64GB 4800Mhz DDR5
NVidia Geforce RTX 4090
This video was captured live in 4K with the frame rate locked to 60hz to ensure reasonable video encoding.
Просмотров: 211

Видео

Chaotic Spheroid - VFX Graph mass particle rendering - Unity Engine
Просмотров 7342 года назад
Just playing around at night with VFX Graph. An inward force is applied on a particle if it is too far away from the centre (the further away, the stronger) and an outward force is applied if it is too close to the center (the closer, the stronger) which keeps them roughly in a shell around a sphere. Forces are applied according to samples from built-in noise functions. The frequency of the map...
Skein - Rise of he Pharaoh
Просмотров 5948 лет назад
This is a game I made as part of a team project in my fourth term in Games Dev at BCIT during the winter of 2015. It is a simple puzzle game that involves trying to navigate a character to the ladder in each level. Mechanics include: - Boxes that can be pushed around to activate pressure plates that open gates. - Rotating groups of blocks that change the layout of the level - A weapon that can ...
Planetary Renderer - Increased Draw Distance and Polygon Density
Просмотров 8318 лет назад
Another Video demonstrating the mixing of techniques to create large planets with complex surface details when close. See ruclips.net/video/qqc9Zen3OaY/видео.html for a previous version and explanation of some of the techniques.
Planetary Renderer with Detailed meshes.
Просмотров 6238 лет назад
This is a procedural planet renderer that is intended to provide more detail than simple height maps and quadtree mesh division. I hope to find ways to make it more efficient so that I can increase the draw distance and reduce or eliminate pop-in of the detailed meshes. This is the first success at putting together the major components. This stage is intended to meet the requirement of my bache...
Recursive LOD Planet Rendering - OpenGL
Просмотров 57 тыс.8 лет назад
The body of the planet is a cube with 4 32x32 panels per each face. These are projected onto a sphere and then sample values from height maps are used for the deformation of the sphere. I didn't do much research into methods for LOD terrain before implementing my own idea for how to do it but I believe my method is similar to quadtree based terrain division. When the camera gets within a distan...
Marching Cubes and Simplex Noise Geometry Shader (OpenGL)
Просмотров 3,8 тыс.8 лет назад
This is a test shader program I've written as an intermediate stage of my final project for my degree program. This program uses a geometry shader to sample volume density generated via a simplex noise algorithm and then passes those samples to the Marching Cubes algorithm to generate an Isosurface separating the low density portions from the high density portions. Basically the geometry render...
Realtime Shadow Multisampling OpenGL
Просмотров 35310 лет назад
Example I created demonstrating real time shadows with shadow mapping and edge softening with multi-sampling. The image in the bottom left is the shadow map which is an image rendered from the perspective of the camera. The map stores the depth value of the nearest pixel fragment. This image can be sampled in a second pass. If our current fragment has a greater depth distance than the correspon...
Flashlight and fog - Pixel Shader 3.0
Просмотров 65010 лет назад
Using XNA (gotta get away from it!) My first pixel shader program simulates a basic flash-light effect with some normal mapping and some fog. Its not the most realistic looking effect, but it looks cool anyway! Made for a 2013 assignment for Games Development program at BCIT.
Game Changer - iamagamer 48-hour game jam
Просмотров 24511 лет назад
On July 12-14 2013 I participated, with a group of friends, on a small game project for the 48-hour iamagamer game jam in Vancouver, BC. The theme of the event was to create a game with a strong female protagonist. This theme was a response to sentiments published in a Gamasutra article (www.gamasutra.com/view/news/188775/You_cant_have_a_female_character_in_games.php March 2013) called 'You can...
XNA Isometric Engine
Просмотров 3,6 тыс.11 лет назад
Project for BCIT CST Technical Programming option, 2012. This is a simple 2D Isometric persepective rendering engine that I made for my final project at BCIT in Burnaby, BC. It uses XNA (C#) and is based off the Heliopause engine by Alex McGilvray (levelism.com/). There purpose of the game was to simulate the hectic life of a CST student. Other students made mini-games (not shown) that represen...
XNA School Project (Battle Racing)
Просмотров 18011 лет назад
Battle racing game developed over 4-5 weeks for my Technical Programming class in the third term of the CST program at BCIT, Burnaby. Of course that was just once of about a million things we had to do during that period, so if we had the full 5 weeks just for this game, we could have done a hell of a lot more. Written in C# with the XNA framework.
BCIT Project Course - LEGO Robot Challenge - Got Beer
Просмотров 88413 лет назад
This is a team project completed for my CST program at BCIT in 2011. We had to build and program a LEGO NXT robot that would complete a variety of missions on a playing field. Our team was called "Got Beer" and our robot's name was Carl. The missions we did are as follows: 1: return the 3 cubes to the base. 2: push the truck on to the lift and trigger it to lift off the ground. 3:Drop the "medi...
StarCraft II - Spawn More Overlords
Просмотров 21 тыс.13 лет назад
Just how many Overlords can you spawn? They don't take up any control resource, so you are only limited by how many you can afford! I spent a fair bit of minerals on extra drones, hatcheries and queens to speed up the mining and spawning process, but I ended up with 8 groups of 255 and 1 more group of 52. That is 2092 total! Note the drop to below 1 fps when they are all bunched together. This ...

Комментарии

  • @Kepler-7B
    @Kepler-7B 4 месяца назад

    It looks like spore planets but even bigger

  • @quickestawab5045
    @quickestawab5045 4 месяца назад

    Ray young VFX, one of your old videos was a LOD planet, redo that but in unreal or unity… or maybe even.. godot?

  • @pepsipwns666
    @pepsipwns666 4 месяца назад

    You've just basically made no mans sky! So cool!

  • @Spacefan12
    @Spacefan12 4 месяца назад

    Wat is this app or game?

  • @SaltHuman
    @SaltHuman 4 месяца назад

    Can't wait

  • @Yorgarazgreece
    @Yorgarazgreece 4 месяца назад

    Pretty good! I'm interested to implement this system inside unity engine one day.

  • @janiowy2137
    @janiowy2137 4 месяца назад

    cool

  • @secondarycontainment4727
    @secondarycontainment4727 4 месяца назад

    Most people cant even read cursive.

  • @HNN_CBEPXCNCTEM_CCCP_NM._COBbl
    @HNN_CBEPXCNCTEM_CCCP_NM._COBbl 4 месяца назад

    Что это такое? :)

  • @mindlessmrawesome
    @mindlessmrawesome 4 месяца назад

    Space engineers

  • @googleuser4720
    @googleuser4720 4 месяца назад

    Looks terrible up close. Why use wireframe? At least wireframe squares

    • @raythetse
      @raythetse 4 месяца назад

      Its a tech demo. Its demonstrating how the meshes breakdown. I fill it in with color at the end. Wireframes are not made of squares, they are made of triangles.

  • @WildAnimalChannel
    @WildAnimalChannel 4 месяца назад

    Reminds me of my game Amazing Shrinking Giraffe

  • @householdemail1305
    @householdemail1305 5 месяцев назад

    Nice mapping format.

  • @sergodobro2569
    @sergodobro2569 5 месяцев назад

    Potential for a global wargame

  • @Simp_Zone
    @Simp_Zone 5 месяцев назад

    I dont know how I got here but this is really cool!

  • @javinshki17000
    @javinshki17000 5 месяцев назад

    bro is in the metaverse

  • @ItsOnlyMe360
    @ItsOnlyMe360 5 месяцев назад

    this would be a great mod for a spherical world in Minecraft (although it would probably have to rewrite a lot of things about the game itself)

    • @-minushyphen1two379
      @-minushyphen1two379 5 месяцев назад

      A spherical world cannot be tiled with only squares and 4 squares at a corner

  • @DIEGONunes-zw4zo
    @DIEGONunes-zw4zo 9 месяцев назад

    Hey link game?

  • @DIEGONunes-zw4zo
    @DIEGONunes-zw4zo 9 месяцев назад

    ITS GREAT

  • @DIEGONunes-zw4zo
    @DIEGONunes-zw4zo 9 месяцев назад

    You are future

  • @sanyagogol310
    @sanyagogol310 10 месяцев назад

    Кто знает может; где найти исходный код для изучение?

  • @erikm9768
    @erikm9768 Год назад

    0:10 Why so much tesselation when theres not enough detail in the planet density model?

    • @flevo
      @flevo 4 месяца назад

      proof of concept

  • @Ðogecoin
    @Ðogecoin Год назад

    Wow this is amazing!

  • @cracker8328
    @cracker8328 Год назад

    Impressive.

  • @Alexey_Pe
    @Alexey_Pe Год назад

    What is the size? Do they use float 32 for coordinates?

    • @raythetse
      @raythetse Год назад

      I'm not sure exactly what component you're asking about, but this was years ago and I've not touched it since so I'm sure I don't remember much about it.

  • @SmaIlHum
    @SmaIlHum Год назад

    spore 2 devlog

  • @addmix
    @addmix Год назад

    This is honestly amazing. As you say, this is similar, if not analogous to quadtree LOD functionality, on 2015 or earlier hardware, with 15 LOD levels, and above 400 fps. Truly astonishing.

  • @CanadianReset
    @CanadianReset 2 года назад

    Nice!

  • @FreeSalesTips
    @FreeSalesTips 2 года назад

    Beautiful 😵‍💫

  • @Lius525
    @Lius525 2 года назад

    This guy made Nanite before it was cool.

  • @atlas8034
    @atlas8034 2 года назад

    made in 2015

  • @astroceleste292
    @astroceleste292 2 года назад

    yee

  • @9z9z9z9
    @9z9z9z9 2 года назад

    Can you try this with earth and elevation data?

  • @coup460
    @coup460 2 года назад

    Hey Siri you ok?

  • @TomFowkes
    @TomFowkes 2 года назад

    what a perculiar looking planet, beam down an away crew number one we need to get to the bottom of this

  • @jesusacr5911
    @jesusacr5911 2 года назад

    God job!

  • @multikillgames
    @multikillgames 3 года назад

    add some caves ;d

  • @juri_duty
    @juri_duty 3 года назад

    Your LOD needs a little more D ;) jk looks satisfying as fuck.

  • @sayochikun3288
    @sayochikun3288 3 года назад

    I loved your taste of humor

  • @HillcrestGames
    @HillcrestGames 3 года назад

    Alright now put Dragon Ball Z characters in there and let me fly around.

  • @Bartek_Mrysz
    @Bartek_Mrysz 3 года назад

    Look likes an fluctuations of vaccum in quantum chromodynamics.

  • @dragoxeo5362
    @dragoxeo5362 3 года назад

    i have no idea how this was made but good job! looks cool :D

    • @AGBuzz182
      @AGBuzz182 3 года назад

      it says in the description

    • @--Valek--
      @--Valek-- 4 месяца назад

      @@AGBuzz182I read that and still have no idea how it was made

  • @SploxLabs
    @SploxLabs 3 года назад

    Looks like an ant hill internal structure, or inner bone structure.

  • @nomads8409
    @nomads8409 4 года назад

    please release the Source Code

  • @LampseekerForevermore
    @LampseekerForevermore 4 года назад

    Imagine using overlords to block someone's view of their units in pvp

  • @RobertMOdell
    @RobertMOdell 5 лет назад

    raythetse. At the poles, don't you end up with triangles instead of faces ?

    • @raythetse
      @raythetse 5 лет назад

      No, because I start with a cube and then project the cube onto a sphere, the sphere essentially has 6 curved faces that are sort of curved squares. This is simple to do, you just build a cube mesh then pull each vertex toward the center of the cube so that they are all the same distance from the center.

    • @RobertMOdell
      @RobertMOdell 5 лет назад

      @@raythetse Thanks for the great answers so quickly. It all makes sense. All the best.

  • @RobertMOdell
    @RobertMOdell 5 лет назад

    raythetse. Why are the face seams so obvious? What makes them not be smooth transitions? Also, when do you load vertices with this scheme? Lastly, when you say you don't do frustum culling, you are talking about during CPU generation of new faces, right? The OpenGL does it's own culling when rendering. Thanks.

    • @raythetse
      @raythetse 5 лет назад

      The seams are intensionally extened and overlapped. Because the panels are produced individually, the edges of adjacent panels don't necessarily close up in a clean seam which would leave obvious spaces between them. Extending the edges outward fills these gaps. I assume by "when do you load vertices" you mean when do I push to meshes to the gpu... its too long ago I can't remember exactly, sorry. I don't do any manual frustum culling. I assume that whatever culling opengl does requires the completion of the vertex shader processing before it can determine if its visible or not. Doing cpu based frustum culling can sometimes be more efficient if you can eliminate enough vertices. But yes, in this context you could eliminate the necessity to generate the panels from the height data if you were to do some preculling, but I never did get around to implementing that.

  • @nicolinrucker5181
    @nicolinrucker5181 6 лет назад

    as they come in "Overlord Star Fusion" 'BOOOM'

  • @chitinskin9860
    @chitinskin9860 6 лет назад

    Your'e not limited by how much you can afford, your'e limited by how much your computer can handle.

  • @CanadianReset
    @CanadianReset 7 лет назад

    Just saw this for the first time today. Looks awesome. Before I read the description I thought it was the unreal engine :)

    • @raythetse
      @raythetse 7 лет назад

      Haha, I was thinking about maybe making a similar game in unreal... but no this is my own opengl engine.

    • @CanadianReset
      @CanadianReset 7 лет назад

      Very cool. Those shadows are awesome.