Dissolving Realities Vietnam #3 - Real Time Point Cloud Shader in Unity 3D

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  • Опубліковано 18 жов 2024

КОМЕНТАРІ • 32

  • @YYYValentine
    @YYYValentine 3 роки тому +2

    This is one of the best demoscene I have seen

  • @RusticRaver
    @RusticRaver 4 роки тому +10

    teach us how to do that, transcendental work, really a gem!

  • @ahale3
    @ahale3 3 роки тому

    Damn. This is so cool, great work :)

  • @sur.render251
    @sur.render251 7 місяців тому

    The Legend!

  • @laffoutloud086
    @laffoutloud086 4 роки тому +16

    I'd really love for a tutorial, how do you go about creating something like this?

    • @Mycelium
      @Mycelium 3 роки тому +14

      Gotta love when they just like your comment and don't reply lol

    • @jogi9206
      @jogi9206 2 роки тому

      me too

    • @georgepanicker61916
      @georgepanicker61916 Рік тому +4

      Lidar scanning and Keijiro takahashi's particle effects plugin for unity.

    • @gamedesigner2421
      @gamedesigner2421 Рік тому

      @@georgepanicker61916 not fm points plugin?

  • @robertrichfenix1492
    @robertrichfenix1492 4 роки тому +1

    Excelente trabajo. Potente. Inspirador. Gracias.

    • @RubenFro
      @RubenFro  4 роки тому +1

      Thanks to you, very glad you enjoyed it!

  • @snubnosegenopeak
    @snubnosegenopeak 3 роки тому

    This is stunning! Great work!

  • @snubnosegenopeak
    @snubnosegenopeak 3 роки тому +1

    Did you have the volumetric capture itself running in real time?

    • @RubenFro
      @RubenFro  3 роки тому +3

      Yes, I'm using Unity for all my works. I usually post some behind the scenes on Twitter

  • @pentecostesish
    @pentecostesish 3 роки тому

    Nice job

  • @Chiemelapeter
    @Chiemelapeter Рік тому

    Hi - I would really love you to show me how you did this?

  • @prakashgamedev4335
    @prakashgamedev4335 3 роки тому

    wow , crazy good

  • @RusticRaver
    @RusticRaver 4 роки тому

    Please tell us a bit more, is that using a kinect and a laptop? or very expensive scanner

    • @RubenFro
      @RubenFro  4 роки тому

      Neither! It’s photogrammetry using 360 cameras

    • @RusticRaver
      @RusticRaver 4 роки тому

      @@RubenFro waw, that is encouraging, thank you for tip, I do happen to have a nikon, I have been researching a bit the topic meanwhile, it's been a few years I use Touch Designer, but I think it's time to jump on unity wagon, I have been mesmerized by that Aphex twin clip T69 Collapse for a while. You made best clip on all you tube, and I have seen a lot of them, congrats

    • @HamsterRocketeer
      @HamsterRocketeer 3 роки тому

      @@RubenFro What software do you use to create the point clouds?

    • @RubenFro
      @RubenFro  3 роки тому +2

      @@HamsterRocketeer Software itself is metashape

  • @ShadowStarchild
    @ShadowStarchild 4 роки тому +2

    I need to take point cloud data from a Kinect and use it in VRChat

    • @Nanotopia
      @Nanotopia 3 роки тому

      look up Phace in VRC or visit the MCSA!

  • @พัณณ์ชิตาชุ่มแจ่ม

    Wow! Have a tutorial?

  • @otrocanalmas8096
    @otrocanalmas8096 4 роки тому

    how did you do that ? can you reffer something please ? any tutorial ?

  • @matt42hughes
    @matt42hughes 4 роки тому +1

    You say it is a point cloud shader... does this mean you’re *not* using VFX graph for this? Is it custom code in a compute shader, then? Great work. I think the sound design of this series is fantastic.

    • @RubenFro
      @RubenFro  4 роки тому +2

      Thanks! Yes, I meant it's rendered with a custom regular shader for the built-in pipeline, no VFX graph. I'm calculating lights and all the point effects directly from the shader. Just recently I ported it to URP so I'll move everything to the new pipelines next.

    • @matt42hughes
      @matt42hughes 4 роки тому +2

      RubenFro Great. What is your motivation for using URP? To be able to render on mobile devices? Or just a way to “start from scratch” with all the rendering and build your own implementations... EDIT: sorry i assumed you meant from HDRP to URP... but now i read you said you were using the old standard pipeline. Cheers

    • @RubenFro
      @RubenFro  4 роки тому +2

      @@matt42hughes Yeah it was mainly to understand how to write custom shaders on the new pipelines, but also, there's waaay too much stuff in an HDRP shader that I don't need. I'm also running tons of points (usually 20-30 million, sometimes up to 90 million for offline rendering) so I prefer to keep it light.