Fabrizio Bergamo

Real-Time FX & Tech Art

Tag: tech

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  • 2D SDF – Basic Shapes and Visualization – Material Function Library

    2D SDF – Basic Shapes and Visualization – Material Function Library

    Introduction I’ve been working on a Material Function Library for 2D Sign Distance Field that contains shapes and relative merging and manipulating operations.I think it’s very useful and valuable knowledge for any Technical or Environment Artist, but really for anyone that works with materials. There will be a few posts about this topic, in this first one, I will…

  • Copy To Points Randm Input

    Copy To Points Randm Input

    Introduction Here’s a very simple but quite useful tip for Houdini, let’s say you are working on a landscape and you want to scatter some random rocks on it, in this post I’ll show you how you can do that! To achieve this we need to give a unique ID attribute for each object you want to…

  • Gradient Visualizer Material Function

    Gradient Visualizer Material Function

    Similar to what I’ve done in Substance Designer to visualize the Smooth Stepping Curve Function I made. I created a Material Function in Unreal Engine to use as a tool to visualize sine waves or any gradient I use in my materials for various FXs. If you think this could be something useful, you can find…

  • Hologram Shader

    Hologram Shader

    Realtime FX This is a Hologram Material I’ve done almost three years ago, it was a good way to explore how to use and manipulate sine waves, as well as create some useful functions.I tried to make it as modular as possible so that different sections can be pulled out and recombined in other materials,…

  • Heineken Silver

    Heineken Silver

    Product Launch Campaign I recently had the pleasure of being part of the amazing team that was involved in the Heineken Silver Beer launch campaign.We were tasked with creating numerous advertising spots for the product’s pre-launch. The brand had the original concept of approaching the metaverse in an ironic way simultaneously releasing a virtual beer…

  • Kippy’s Escape – HoloLens 2

    Kippy’s Escape – HoloLens 2

    Diorama Almost a couple of years ago, I was fortunate enough to work as a Technical Artist on this project at Framestore!Kippy’s Escape is an open-source HoloLens 2 sample app built to show off the features of the new Mixed Reality UX Toolkit plugin for Unreal Engine.It was an amazing experience, exciting and fun. I…

  • Bond – Blue Period Painting

    Bond – Blue Period Painting

    Diorama I’m excited about this little project!A personal project I worked on in my free time the last couple of weeks, I had the chance to explore more UE5 and practice a stylized look and FXs. The reference is a painting painted by the main character of an anime (Blue Period). He represents “Bond” as…

  • Circle Shapes and Expanding Rings

    Circle Shapes and Expanding Rings

    Intro I played Fall Guys recently (who didn’t?), I often die in the first rounds so I find myself staring at the loading screen for ages waiting for the other players. Soon enough I started wondering if I could recreate it in a shader without using textures..Well, turns out I could and it’s quite simple!…

  • Generate Vector Field Noises for UE with Houdini

    Generate Vector Field Noises for UE with Houdini

    Introduction I recently started experimenting with vector fields and I thought this might be useful for anyone that wants to do the same.I’ll show you a couple of ways to generate them in Houdini, both ways make use of the GameDev ROP Vector Field node, so make sure you have the Game Development Toolset!This node…

  • Low Poly Dungeon Generator

    Low Poly Dungeon Generator

    Houdini HDAs in Unreal Engine This was the personal project I worked on during my Internship at Framestore. I really wanted to learn procedural modelling using Houdini and learn more about Houdini Digital Assets. In the end, I managed to create 6 different HDAs, the main being the dungeon itself but I also made separate…