Code Animo
A one man company, creating living software and game technology.
28/11/2016
Marmoset Toolbag 3 has been released!
My main contribution was the GI. It allows artists to quickly see indirect lighting and ambient occlusion, without having to perform a lengthy bake.
Other headline features of Toolbag 3 that my colleagues at Marmoset worked on are Animation support, a fast GPU-powered Baker, and exports to Unity and Unreal Engine.
Marmoset Toolbag – Marmoset Toolbag is a full-featured real-time rendering, animation, and baking suite, providing artists a powerful and efficient workflow for all stages of producti...
03/04/2016
An interactive installation by ARBUZZ in the Centrum Hewelianum in Gdańsk, that puts you in charge of preventing (or causing) floods.
Uses Surface Waves to simulate water.
http://arbuzz.eu/
http://hewelianum.pl/en
Flood Simulator This is "Flood Simulator" by on Vimeo, the home for high quality videos and the people who love them.
30/05/2015
Marmoset Toolbag 2.07 is out! The first release of Toolbag that I worked on.
The main event is the viewer, which brings pretty real-time renders of your model to the web, using webgl, so you can showcase your work from all angles.
My contributions have mainly been focused on Toolbag itself. I've worked on implementing support for importing Material ID from your model directly into Toolbag. That means that you can now use materials that are applied per-polygon, and you no longer have to separate your mesh by hand. And since we're already reading material information, we can use that information to also create and apply materials automatically, based on their name.
I have also worked on the tooltip system, automatic restoring of window dimensions and last opened scene at Toolbag's startup, separate alpha texture inputs, extra channel selectors, a basic button hover effect, several bug fixes and making Toolbag use your high performance GPU by default, if your machine has a low-power chip as well (Such as on a laptop).
My favorite Toolbag feature my colleagues worked on is the improved Sky Browser, which works much better when using extra sky collections.
Full Changelog: http://www.marmoset.co/toolbag/history
Store Page: http://www.marmoset.co/shop/tb2
Toolbag 2 | 2.07 Update, Marmoset Viewer Now Included! Marmoset brings the power of Toolbag 2 to the web in fully interactive 3D glory with the release of Marmoset Viewer. Share your art like never before by integrating…
16/10/2014
KeokeN Interactive released their showcase trailer for Horrinth.
I was responsible for setting up the initial lighting, mainly for their house scene.
Horrinth Showcase Trailer - KeokeN Interactive Horrinth is a procedural psychological horror experience where you as a player get possessed by a demon. This game is in development by KeokeN Interactive a ...
25/08/2014
The first video I see of Surface Waves being used. Unity forum user TemplarGFX testing it on a mountain range.
I love seeing this.
Unity - Surface Waves global test Testing out how SW reacts to water (ie rain) being added right accross the map. gradually gets stronger. 6 constant water sources (rivers) and a single globa...
24/06/2014
Surface Waves has been submitted to the Unity Asset Store for review.
17/06/2014
Just wrapped up some work on a set of custom shaders using Image Based Lighting. You can see them in use in Quantum Theory Entertainment's Polyworld asset pack.
Image Based Lighting gives the illusion of the environment casting indirect light on your objects, making lighting softer, at a low performance cost. And because it uses simple cubemaps, it also works well for dynamic objects, unlike standard lightmapping. (You can still also apply lightmapping if you wish)
These shaders are designed to work specifically with Polyworld, but they have been released under an MIT license, so you can also check them out over at BitBucket: https://bitbucket.org/codeanimo/simple-vertex-lit-ibl
PolyWorld: Woodland About Polyworld: WoodlandInspired by the art style of Timothy Reynolds, Polyworld: Woodland Toolkit is a faceted 3D environment package for use in the Unity engine.Unity Pro not required.FeaturesCreate your world using the familiar Unity Terrain tools, painting infinite terrain textures, then conver…
06/06/2014
Presenting Surface Waves, a toolset for Unity, for creating dynamic Rivers, Lakes and Oceans!
Surface Waves Demonstration Trailer Because static water feels lifeless when you play with it. Surface Waves Creates dynamic rivers, lakes and oceans by making waves interact with the underlyin...
04/04/2014
The shaders used in the shadowed lightmap prototype created for Stick It to The Man are now available on bitbucket.
https://bitbucket.org/codeanimo/shadowed-lightmaps-for-unity
11/03/2014
Starting closed alpha test of Surface Waves for Unity in a few hours. You can play with the demo at: http://codeanimo.com/projects/watersimulation/
06/12/2013
New demo of 'Surface Waves' for Unity at http://codeanimo.com/projects/watersimulation/
Notable changes since last demo:
- Water flows over Unity's built-in terrain.
- Updated Lighting and improved foam graphics.
- Added a basic FPS counter to give an idea of how it performs.
- Faster startup.
- Added automatic water source and drain.
05/12/2013
Progress! Water can now flow on top of Unity terrain. Or any other surface that can be rendered.
At the start of the game (or whenever you want it to happen), it renders the depth of the terrain and uses that to determine how the water should flow.
Klik hier om uitgelicht te worden.
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