
Dmitry Karpukhin
@skx_doom • 7,207 subscribers
Unreal Engine Developer/Tech Artist. Made Sky Creator, SSFS, Blockout Tools and more. https://t.co/aJihpxFQkP
Shorts
Videos

A quick demo with some features of Sky Creator 2.0: - Multi-Layered Volumetric Clouds (ground fog, stratus, cumulus, storm, alto and cirro layers) - Cloud-Driven Weather (affecting particles and materials) - Custom Cloud Brushes for art-direction #UE5 #techart #vfx #shaders
Dmitry Karpukhin20,732 views • 12 days ago

I've recently released the Light Propagation Volumes (custom GI plugin) for #UE5 LPV is an algorithm of resolving the diffuse light bounce from the perspective of the sun in world space (firstly introduced in 2009 by Crytek). It's non-temporal, performant and lightweight.
Dmitry Karpukhin42,859 views • 2 months ago

Proof of concept: Sky Occlusion via LPV extension. Super low res and low detail, but temporally stable. Perhaps could be used instead of DFAO... Gives more like a feeling of a shadow on a scene, than something detailed. SSAO could be still used for contact details or so 🤔
Dmitry Karpukhin33,228 views • 2 months ago

"Screen Space Fog Scattering" is now completely compatible with unreal's Height Fog, so the blend is really nice! On/Off at the end of the video, so you can see the difference. Also used Sky Creator to quickly setup the lighting. #UE5 #gamedev #shaders #fog
Dmitry Karpukhin159,061 views • 3 years ago

I got something crazy for today - custom GI from a plugin in #UE5!! This is super rough and unoptimized sketch, but it's already faster than Lumen, though of course it's muuuch less accurate. Here I'm just imitating Large Scale AO using Global SDFs, no sun light bounces yet.
Dmitry Karpukhin25,602 views • 1 year ago

The idea with averaging several soft shadows have worked! And thanks to SDF, it's possible to have super soft long shadows! The demonstrated effect is simulating dynamic global ambient (sky) occlusion, rendered only on the GPU. Also, very temporally stable, outside of SDF lods.
Dmitry Karpukhin17,885 views • 1 year ago

Testing a silly (or genius?) idea - accumulate custom shadow maps in a buffer to make some sort of Global AO. The implementation or the sample pattern could be better of course, this is just a rough sketch. It's pretty fast too, since you can do just one scene capture per frame.
Dmitry Karpukhin12,418 views • 1 year ago
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