Froyok

Aka Lady Bloom.

Principal Product manager on Substance 3D Painter :substance:, but stay up at night to fiddle with shader stuff.

Speaking French/English.

#gamedev #art #unrealengine #substance #opengl

nobot

Froyok boosted:
Jake in the desertjake4480@c.im
2025-07-04
Art by Lim Heng Swee of a large cat between mountainsArt by Lim Heng Swee of a bunch of cats as hills and mountains up to the top of the mountain, which is also a cat, and the clouds are catsArt by Lim Heng Swee of a cat as a sand duneArt by Lim Heng Swee of a black cat in the foreground with its eyes closed, holding a ball, and it's laying in front of hills and mountains
Froyok boosted:
2025-06-29

Notes on atmospheric perspective and distant mountains
blog.runevision.com/2025/06/no

On my recent vacation in Japan, I had ample opportunities to study views with distant mountains. And something about the shades at different distances clicked for me that’s now obvious in retrospect.

Increasingly deep blue mountains in the distance, seen from a panoramic spot on the Magome-Tsumago Trail.
Froyok boosted:

containment

Froyok boosted:
2025-06-26
Une estampe en miroir de sa matrice. Elle représente un gros chat tigré piétinant avec insouciance un crotale

@anji @nnenov I also have a repo with some code now: github.com/Froyok/Bloom

Froyok boosted:
nnenovnnenov
2025-06-26

I rolled my own bloom effect in COPs based on @froyok ‬ 's bloom article ( froyok.fr/blog/2021-12-ue4-cus ) its not exactly the same implementation but just through down/upsampling and mixing rather than adding it looks so much better than other bloom effects I've used in the past. And its really satisfying to make it yourself and have granular control.

Froyok boosted:
2025-05-28

#genuary2025 #genuary28 Day 28: "Infinite Scroll."

Froyok boosted:

I think it's a good opportunity to focus on building a demo level and some assets to showcase the engine features.
So I started working on a little level, playing with lights and building materials. :D

Screenshot of my game engine showing a long and dark corridor barely illuminated by red and white light. On the wall are metallic horizontal bands, while on the floor are yellow plastic tiles.

And so we are today, what am I doing now ?
On the Graphics Programming discord server there will be a showcase of projects, so I plan on participating this year.

I added some tooltip when hovering assets in the window, but most importantly I started adding support to drag and dropping.
First test was with meshes, to be able to drop them into the scene:

Then I did a few other style hack to make the tree view nicer to look at, and also started adding icons based on the file type.

Screenshot of my game engine showing a close-up of the Assets window, divided in two section. On the left is a tree view, on the right is a list of object in the currently selected folder.

I moved onto another big task, which took less time than I expected : I finally implemented an asset browser in-engine, to be able to navigate through my project files.

At first I spent some time fiddling with ImGui to add a custom split separator that is resizeable.

Another little feature I finally added was a color picker. I wanted to be able to edit more stuff directly in-engine, so I finally implemented the color widgets for lights. It was easy enough because most of the code was from another project of mine. So "yeay" for copy pasting ! :)

Screenshot of my game engine showing an orange colored button at the top and a floating window below it. The window contains a hue gradient slider and a orange to white/black area below it.
The at the bottom are available several text field with RGB, HSV and Hexadecimal color controls.

Then I noticed some weird behaviors with my directional light used on the fan, and found several bugs in my shadow volume compute shader (I was notably using uninitialized variables).

Then I added a prototype for a new entity type : the rotator !
The goal is to have this entity control another one (here a mesh) to update its rotation.
The moody light + fan was born ! :D

Now that I was able to get information on the fly, it was easy to expand it to the selection overlay system and draw an outline when hovering object. That makes selection much easier: less mistakes !

Finding stuff can be hard sometimes, so I started adding more debug information. I added a little tooltip when I hover objects in the scene to get some quick info for example.

A screenshot of my game engine showing a little bubble floating next to the mouse cursor with the text "Cubemap (2)".

Been a while, so where are we with things in Ombre ?

I continued working on the manipulator a bit to handle scale transformation. I stopped there because I didn't want to think about rotation stuff yet. 😅
Also adjusted its style, wanted to make cooler.

Froyok boosted:

Working hard...

#gamedev #indiedev

Client Info

Server: https://mastodon.social
Version: 2025.04
Repository: https://github.com/cyevgeniy/lmst