• Portfolio
  • Private
  • About Me
  • Blog

KEVHAYES.COM

  • Portfolio
  • Private
  • About Me
  • Blog

Unity 2022.3 URP Large Performant Open World

16km2 Using a mix of custom and third party foliage. Buto for fog and atmospherics. GPU Instancing with optimised LOD’s to sustain 120+ fps. Microverse for Terrain.

View fullsize Landscape_01.JPG
View fullsize Landscape_02.JPG
View fullsize Landscape_03.JPG
View fullsize Landscape_04.JPG
View fullsize Landscape_05.JPG
View fullsize Landscape_06.JPG
View fullsize Landscape_07.JPG
Tuesday 10.29.24
Posted by Kevin Hayes
 

Unity Further Terrain Exploration

Going for a dark and atmospheric tone. 2km x 2km comprised of 4 terrains. Unity URP, Microverse, Microsplat, Buto, Nature Renderer

View fullsize 18-01-2024_22-09-19.png
View fullsize 18-01-2024_22-09-28.png
View fullsize 18-01-2024_22-09-36.png
View fullsize 18-01-2024_22-09-54.png
View fullsize 18-01-2024_22-10-13.png
View fullsize 18-01-2024_22-10-36.png
View fullsize 18-01-2024_22-10-54.png
View fullsize 18-01-2024_22-11-18.png
View fullsize 18-01-2024_22-11-28.png
View fullsize 18-01-2024_22-11-46.png
View fullsize 18-01-2024_22-12-07.png
View fullsize 18-01-2024_22-12-19.png
View fullsize 18-01-2024_22-13-06.png
View fullsize 18-01-2024_22-13-13.png
View fullsize 18-01-2024_22-14-25.png
View fullsize 18-01-2024_22-15-06.png
View fullsize 18-01-2024_22-15-56.png
View fullsize 18-01-2024_22-16-18.png
View fullsize 18-01-2024_22-16-49.png
Thursday 01.18.24
Posted by Kevin Hayes
 

Unity Terrain with Microverse

Playing around with Microverse from the Asset Store in combination with Nature Renderer. This is using the core modules and sample assets from both packages. HDRP and custom post processing and lighting. Only a small terrain size approx 2k x 2k.

Tuesday 10.03.23
Posted by Kevin Hayes
 

Unity 2020.1 HDRP Terrain RnD

I have a passion for creating large open world terrains and filling them with stuff. Having said that I’ve yet to find a pipeline that I am entirely happy with - one that lets me work quickly, largely procedurally, and delivers a high degree of control at the same time as good quality results. I’ve tinkered with Houdini, World Machine, World Creator and others, but find those pipelines somewhat cumbersome and often slow when dealing with very large terrains. The following images are from some recent tests using new features in Map Magic 2 for Unity. The terrain is roughly 16km square with dense grass coverage and forests. Leveraging Nature Renderer, the Vegetation Engine and Amplify Imposters results in a 100fps+ frame rate when rendering with HDRP at 1080p with volume lighting and heavy post-processing. Although somewhat lacking in variation and detail this large open space took very little time to build which leaves exponentially more time to spend on details where they matter.

Whatever it is, the way you tell your story online can make all the difference.
Whatever it is, the way you tell your story online can make all the difference.
Whatever it is, the way you tell your story online can make all the difference.
Whatever it is, the way you tell your story online can make all the difference.
Tuesday 05.11.21
Posted by Kevin Hayes
 

Halloween 2020

Created in C4D using poly modeling and volume builder for the pumpkin and Forester for the foliage. Rendered with Redshift.

Halloween2020_Pumpkin_01.png
Wednesday 11.11.20
Posted by Kevin Hayes
 

Houdini Engine & Unreal

I’ve been thinking about more convenient ways of geenrating large scale terrains for Unreal and Unity for some time now. Pipelines involving World Machine or World Creator are fine, but those tools require a lot of back and forth between the source project files and the final output, with a lot of manual exporting and hooking up of files. Enter Houdini Engine and Houdini Digital Assets. The following images show a 64 square km terrain procedurally generated within Unreal using a custom built terrain HDA. This handles all the terrain layers and foliage scattering. It also shows some early work-in-progress road / path generation (more in a later post). Nothing has been manually adjusted or assigned within Unreal.

View fullsize Terrain_02.PNG
View fullsize Terrain_03.PNG
View fullsize Terrain_04.PNG
View fullsize Terrain_05.PNG
View fullsize Terrain_06.PNG
View fullsize Terrain_07.PNG
View fullsize Terrain_08.PNG
View fullsize Terrain_09.PNG
View fullsize Terrain_10.PNG
View fullsize Terrain_11.PNG
View fullsize Terrain_12.PNG
View fullsize Terrain_13.PNG
View fullsize Terrain_14.PNG
Monday 04.20.20
Posted by Kevin Hayes
 

Houdini Mograph

Playing around with Houdini to generate simple animating FUI elements.

The shapes are all deformed via attribute VOPs using noise.

Thursday 03.26.20
Posted by Kevin Hayes
 

Unity Terrain Tests

Having fun with Unity terrains, CTS and Enviro. Terrain height-map generated using World Creator. Grading and post with Unity's Post Processing Stack...

Tuesday 11.21.17
Posted by Kevin Hayes
 

Planet Display

C4D, X-Particles, Octane.

Friday 08.25.17
Posted by Kevin Hayes
 

Abstract Solar

Messing around with X-Particles in C4D. Rendered in Octane. Minor post work in Photoshop.

Thursday 08.24.17
Posted by Kevin Hayes
 

C4D TurbulenceFD Redshift

Figuring out Redshift volume rendering with simple TurbulenceFD sim.

Friday 07.21.17
Posted by Kevin Hayes
 

Abstract Landscape & Atmosphere

Octane scattering medium / atmospherics test. Nothing fancy, going for something a bit abstract.

Friday 07.14.17
Posted by Kevin Hayes
 

Octane Scatter test

Just a quick test using the Octane Scatter object in C4D. 

Thursday 07.06.17
Posted by Kevin Hayes
 

TurbulenceFD & Octane render

Gaseous explosion test using C4D / TurbulenceFD and rendered using Octane.

Monday 06.26.17
Posted by Kevin Hayes
 

Character Render - Octane

This is a surfacing and lighting test of a model I had lying around that I purchased from CGTrader. Planning on doing a short CG piece with this (and other assets) over the coming months. Since I don't have time these days to model something from scratch I want to focus more on surfacing, lighting and post. This is a work in progress snapshot of getting decent skin and clothing setup.

Friday 06.23.17
Posted by Kevin Hayes
 

More C4D & Octane render fun

X-Particles used to generate trails on turbulence displaced particle motion.

Friday 06.23.17
Posted by Kevin Hayes
 

Having fun with TurbulenceFD and Octane

Nothing too fancy, just getting my head around the Octane volume medium on a TFD sim. Starting to narrow things down to a good set of parameters.

Thursday 06.15.17
Posted by Kevin Hayes
 

More C4D / Octane Experimentation

Inspired by title sequences like those in Black Sails. Not sure where things were going beyond that but I liked certain qualities in this. Just having fun!

Wednesday 06.07.17
Posted by Kevin Hayes
 

Octane Material Mix

Layering materials and displacement...

Tuesday 06.06.17
Posted by Kevin Hayes
 

Octane Render R & D

Playing with Octane render in C4D. First image using textures from Substance with micro-displacement. Second image layered materials. Scanned models from Three D Scans.

Monday 06.05.17
Posted by Kevin Hayes
 
Newer / Older