October 19, 2018
3DS Max, Houdini
UPDATE November 4, 2018
No Way Back Home, another shot inspired from Odysseus myth. Simulations (ocean + sky) and composition are done in
#houdini. All is rendered by #redshift in one pass. I use #3dsmax for modeling, #substancepainter for texturing, #mixamofor rigging, #ae for color correction and final output. Ocean & foam aren’t perfect for sure (first try) but I like the spirit 😅 To The Realm of Hades 10.19.2018
UPDATE APRIL 19, 2019
As you may noticed, I worked on Point Cloud Sandbox these last weeks to add an export feature, as requested by some CGI fellows.
Point Cloud Sandbox 06.04.2017
March 20, 2017
I’m still working on gravity, adjusting some velocities, masses, distances and timescale to get realistic behaviors.
Newtonian Sandbox 03.20.2017
Taking a picture from your camera to apply on a Material or sharing your best score with a screenshot of your game are certainly common features many developers want to handle quickly and easily.
MobileKit for iOS & Android 05.28.2016
I finally found some time to port one of my full SWF 3D website made in 2011 into new web standards.
Away3D to ThreeJS 04.18.2016
September 30, 2014
3DS Max, Unity
A dedicated page is now available at
BR9732.COM Blade Runner 9732 09.30.2014
August 10, 2014
Lots of metaballs can be heavy for a CPU process. I absolutely wanted to implement a compute shader approach of it … to see what are the possibilities in Unity to get a real-time fluid effect.
Fluids through Marching Cube 08.10.2014
August 2, 2014
Have you ever tried to instantiate thousands of animated skinned meshes in a Unity scene?
GPU SkinnedMesh Instancing 08.02.2014
April 16, 2014
I planned to develop this some weeks ago and after a deep learning of every aspect of Unity blend modes and multi-passes, I finally did something regarding this water effect.
Wet Glass Shader 04.16.2014
December 30, 2013
Here is a short demo of my accelerated GPU Particle System for Unity.
Katana Particle System 12.30.2013
For 6 months now I try to generate a huge amount of particles and interact with them physically.
Compute Shaders Experiments 07.08.2013
It’s 2 o’clock in the morning and I’m having fun with
Cinder and the Kinect device 🙂 C++ Kinect Experience 04.05.2012
After installing many different stuff to get it working, I can now explain the steps in a much more short way than all the blog posts I found on the subject.
Kinect in Unity with OpenNI in 4 Steps 03.29.2012
June 8, 2011
UPDATE SEPTEMBER 25, 2012 – DISCONTINUED
I received a lot of interesting messages from very interested people but as Unity is now exporting Flash Stage3D content, I had to stop development on my own 3D editor :/
WorldBuilder, AS3 Scriptable Editor 06.08.2011
February 29, 2008
Between 2 projects at Emakina, I quickly built a 360° video mapping with Flash using a geosphere generated from 3DS Max and loaded with PV3D AS3 library.
360° Video with Flash 02.29.2008