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DFoundryFX and DFoundryFX_Example updated to UE 5.8 with Dear ImGui 1.92.8 and ImPlot 1.0 .
Big update to DFoundryFX plugin for Unreal Engine 5.6.
Lots of fixes, performance improvements, code cleanup, DPI scaling fixed (I hope 🙏).
Engine Tab is completed and functional again. 👍
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Free and open source at github.com/DarknessFX/DFound…
DarknessFX retweeted
ボクセル、ドット、通常表現と様々な見た目のエフェクトを作ることができるFXELを公開しました!
ノードベースで色々作ることができますのでよければお試しください!
まだツールを作っただけで全く使いこなせていないのですが、ランダム生成するだけでなんとなく楽しい感じの生成ができます。
UEPlugins_DisableDefault updated to version 1.2.7.2 : github.com/DarknessFX/UEPlug…
DarknessFX retweeted
NoGraphicsAPI is released (MIT license)!
It's a low-level Vulkan 1.4 wrapper using latest extensions (BDA, descriptor heap, device address commands, unified image layouts) to get as close as possibly to my No Graphics API blog post and SIGGRAPH 26 talk.
github.com/sebbbi/NoGraphics…
DarknessFX retweeted
"A Frame's Life" is now available as an article, jam-packed with GIFs and extra information I couldn't fit into the video presentation!
dev.epicgames.com/community/…
DarknessFX retweeted
講演スライドが公開されたようです。 #UE5
エクスペディション33開発
docswell.com/s/EpicGamesJapa…
シーケンサー活用術
docswell.com/s/EpicGamesJapa…
キャラクター制作
docswell.com/s/EpicGamesJapa…
テクニカルアーティストの作業
docswell.com/s/EpicGamesJapa…
docswell.com/s/EpicGamesJapa…
DarknessFX retweeted
Muhammad Anas and Alan Wolfe: A Texture Lookup Approach to Bézier Curve Evaluation on the GPU
jcgt.org/published/0015/02/0…
DarknessFX retweeted
Variable Rate Tracing ReSTIR GI mateuszkolodziejczyk00.githu…
DarknessFX retweeted
hello internet friends, I've (finally) released Cotangent2, the AI-accelerated Mesh & Texture editor I've been noodling on for ~2 years. It's the MIT-open-source spiritual successor to Meshmixer, built on Unreal Engine.
Watch the vid, and then links in🧵...
DarknessFX retweeted
Shader To Human (GPC 2025) - a HLSL/GLSL library for debugging shaders
youtube.com/watch?v=jsFRJa8g…
Video rerecording from Graphics Programming Conference 2025 graphicsprogrammingconferenc…
GitHub: github.com/electronicarts/Sh…
Intel XeSS plugin has been updated with support for Unreal Engine 5.8.
github.com/GameTechDev/XeSSU…
DarknessFX retweeted
🎬 #HPG2026 Day 1 is LIVE!
🎤 Keynote: "Complex Models, Simple Solutions" — Patrick Cozzi & Sean Lilley
⚡ Hot3D: neural.slang · Papers: Ray Tracing & Denoising
📺 youtube.com/live/h2V8YyfKCVs…
#HighPerformanceGraphics #GPU #RayTracing
DarknessFX retweeted
『NINJA GAIDEN4』刺激的なゲーム背景を低コストで仕上げる技法。リソース管理の極意と内製ツール活用事例【GCC 2026】
gamemakers.jp/article/2026_0…
クオリティ向上の優先順位が高い場所にリソースを集中させ、多彩なコンセプトのステージを効率的に制作。アーティスト主導の効率化ツール開発事例も紹介
DarknessFX retweeted
We are excited to announce our work on efficient precomputation for real-time global illumination, presented at EGSR'26 last week!
Learn more: repo-sam.inria.fr/nerphys/pb….
This work was conducted with @SimonLUCAS_CG and @GDrettakis.
Funded by the ERC Advanced Grant NERPHYS.
DarknessFX retweeted
I just released a tutorial teaching you how to make an Options Menu in Unreal Engine 5!
I spent weeks streamlining it to make sure the video is short and easy to understand, while keeping the systems clean and expandable!
youtu.be/XWmM64HtJFI
DarknessFX retweeted
ということで公開しました
デカールで手軽に使える影付き疑似ポイントライトの実験的なマテリアルをシェアします!
ScreenSpace Raymarched Decal Light for UE5
3dnchu.com/archives/screensp…
#UE5
DarknessFX retweeted
High-Performance Real-Time Implicit Strand-Based Hair Rendering via Software Rasterization
Lukas Lipp, Adrian Jarabo, Michael Wimmer, Lukas Bode
arxiv.org/abs/2607.04230
Abstract;
In this work we propose an efficient deferred software rasterization pipeline for real-time rendering of strand-based hair using hair meshes. Hair plays a crucial role in creating expressive 3D characters, yet strand-based approaches are often restricted to high-end hardware and typically applied to only a small number of hero characters. Hair meshes have proven to be an efficient representation capable of handling a wide variety of groom styles, but existing mesh shader-based implementations still suffer from significant bottlenecks. In this work, we address these limitations with a software rasterization approach that improves performance and compatibility. Our method enables efficient far-field strand-based hair rendering-even at a single sample per pixel-by combining deferred shading with a strand filtering and reconstruction step, while requiring only minimal hardware support. To further enhance scalability, we introduce a level-of-detail (LOD) scheme that adapts hair representation and shading complexity based on viewing distance and screen-space coverage, reducing computational cost further while preserving visual fidelity. To the best of our knowledge, this is the first approach to achieve this combination of efficiency, flexibility, scalability, and broad hardware compatibility.
DarknessFX retweeted
Kayvon Fatahalian's incredible I3D 2026 Keynote: "Let's not forget... Creating great Interactive 3D worlds requires designing great interactions." is now available on our YouTube channel: youtu.be/2saysRbaOX0.
#I3D2026
DarknessFX retweeted
With just three paragraphs in a blog post, Sony signals the end of physical media for PlayStation. It's the lead story in the latest DF Direct Weekly: youtu.be/vcpjiMcAyoU
































