Code Animo

Code Animo A one man company, creating living software and game technology.

Marmoset Toolbag 3 has been released!My main contribution was the GI. It allows artists to quickly see indirect lighting...
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.

Toolbag is a full-featured real-time rendering, animation, and baking suite, providing artists a powerful and efficient workflow for all stages of producti...

An interactive installation by ARBUZZ in the Centrum Hewelianum in Gdańsk, that puts you in charge of preventing (or cau...
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

This is "Flood Simulator" by on Vimeo, the home for high quality videos and the people who love them.

Marmoset Toolbag 2.07 is out! The first release of Toolbag that I worked on.The main event is the viewer, which brings p...
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

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…

KeokeN Interactive released their showcase trailer for Horrinth.I was responsible for setting up the initial lighting, m...
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 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 ...

The first video I see of Surface Waves being used. Unity forum user TemplarGFX testing it on a mountain range.I love see...
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.

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...

Surface Waves has been submitted to the Unity Asset Store for review.
24/06/2014

Surface Waves has been submitted to the Unity Asset Store for review.

Just wrapped up some work on a set of custom shaders using Image Based Lighting. You can see them in use in Quantum Theo...
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

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…

Presenting Surface Waves, a toolset for Unity, for creating dynamic Rivers, Lakes and Oceans!
06/06/2014

Presenting Surface Waves, a toolset for Unity, for creating dynamic Rivers, Lakes and Oceans!

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...

New demo of 'Surface Waves' for Unity at http://codeanimo.com/projects/watersimulation/Notable changes since last demo:-...
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.

Progress! Water can now flow on top of Unity terrain. Or any other surface that can be rendered.At the start of the game...
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.

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