David Miranda
| Dev Blog
21 enero 2017
Fog Volume 3, pre-release notes.
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It was 2013 when I started developing Fog Volume . I didn't decide to do it by myself, but Robert Briscoe asked me if I could do it for...
11 noviembre 2016
Unite 2016: GPU instancing demo
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Recently, I worked on a demo that demonstrates GPU instancing on Metal API. I had 10 days to make all the art, shaders and scene setup. C# w...
15 agosto 2016
Arid Environment Set for UE4.
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It's been a year since we climbed that high mountain searching for rocks to scan. Today we are happy to show you a scene that we have ...
1 comentario:
25 junio 2016
Advances in Sub-surface scattering
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The system had been gathering dust for more than two years now, but my current client wanted to invest on it for his product. In the last ...
1 comentario:
11 enero 2016
SAS - Standard Anisotropic Shader
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During December I worked on an update of my Cloth Shader for Unity 4 After some days of work several ideas came to my head. "What if i...
12 septiembre 2015
Removing ambient occlusion from photo-scanned subjects
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This is a simple idea I came up last night. I was making a little stone that would be used rotated in every axis. Then I figured out that t...
1 comentario:
29 agosto 2015
From real world to real-time
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Since May my life has been a mess. I moved to Tenerife with the idea of building my home-studio. It's progressing, slowly, but progressi...
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