皮蟹 (@pipix_dev) profile picture

Working in game dev art.

Joined January 2018
Photo by 皮蟹 (@pipix_dev)Photo by 皮蟹 (@pipix_dev)Photo by 皮蟹 (@pipix_dev)Photo by 皮蟹 (@pipix_dev)Photo by 皮蟹 (@pipix_dev)Photo by 皮蟹 (@pipix_dev)Photo by 皮蟹 (@pipix_dev)Photo by 皮蟹 (@pipix_dev)Photo by 皮蟹 (@pipix_dev)Photo by 皮蟹 (@pipix_dev)
Real-time interactive fluids created using Unity VFX Graph. This is made possible by our engine programmer extending the VFX Graph to support a "grid2d" mode similar to Unreal Engine, enabling artists to design on their own or achieve fluid-particle interactions. #madewithunity
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Impressive stuff! 🙌 Honestly, this looks way more efficient than tweaking things through the pixel processor nodes sometimes. Would love to hear more about your workflow and how you set this up!
If you ever wanted to code any #shader directly, here is the proof that you can do it live in #SubstanceDesigner
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In Zermatt and Milan and Florence and Rome
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Celeste 🍓 fan animation
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UNREAL FEST にいます。#UEFest
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Real-time interactive fluids created using Unity VFX Graph. This is made possible by our engine programmer extending the VFX Graph to support a "grid2d" mode similar to Unreal Engine, enabling artists to design on their own or achieve fluid-particle interactions. #madewithunity
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聖地巡礼
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It may forever remain my favorite anime. Still feel incredibly lucky I got to work on it.
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– at Wakayama-shi, Wakayama
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以前做的,发出来看看。 I learned a lot from @vonschneidz 's talks at SIGGRAPH 2023 and tried to use similar techniques to render Superstorm. However, I haven't adjusted the shape of the clouds very well yet due to time constraints. #madewithunity
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#DiscoElysium Commission
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夕方、鴨川で流星を見ました。
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I'm unsure how to post a clear video on Twitter; it always turns out like this.
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