Froyok (Léna Piquet)
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froyok.fr
Froyok (Léna Piquet)
@froyok.fr
"For those who come after" - Gustave

Aka Lady Bloom. ☀️🇫🇷
Principal Product Manager on Substance 3D Painter. Stay up at night to fiddle with shader stuff.
- https://www.froyok.fr/
- https://mastodon.gamedev.place/@froyok
Pinned
Hi ! 👋
I'm Froyok / Léna Piquet, and I'm a Principal Product Manager working on Substance Painter at Adobe since 2014.

In my spare time I used to play with the Unreal Engine, but now I work on own game engine called Ombre.

I also experiment with shaders and sometimes draw stuff.
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Combining AccumulationDOF and my Lens Flares works well
February 3, 2026 at 11:07 AM
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Marcin Zalewski informed me that his blog post on real-time hair rendering using ray tracing is now available:
mmzala.github.io/blog/hair-ge...
This is nice work, in which he compares NVidia's hardware accelerated hair to several alternatives, including Reshetov's Phantom Ray Hair Intersector.
February 2, 2026 at 3:29 PM
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New post on how to do real-time diffuse global illumination using surfels and #WebGPU: juretriglav.si/surfel-based... #threejs
January 29, 2026 at 12:22 PM
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I had the pleasure of working with [REDACTED] on these 12 portraits over the last few months of 2025, and it was a fantastic technical and artistic challenge.

I have permission to talk about some of the technical process, so I'll post a bit about that below!
February 2, 2026 at 9:17 PM
I have been running Kubuntu at work for a few months now (I'm on Manjaro at home).
Since I installed this machine my audio levels have been quite low (sometimes roughly at 50% despite the system reporting 100%).
Finally fixed it today, I can blast my ears and ignore my colleagues again ! 😄
February 2, 2026 at 8:14 AM
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Check out my quick look at the brand new production quality depth of field method added to UE5-Main over the weekend for Cinematics, AccumulationDOF, I am so excited about this and it works so damn well!

#UE5 #UnrealEngine #GameDev #Cinematics #Cinematography #VFX #TechArt #Rendering
February 2, 2026 at 7:24 AM
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I'm finally writing up how Nanite Tessellation works. The first few blogs posts are up. More will be coming.
graphicrants.blogspot.com/2026/02/nani...
Nanite Tessellation
Nanite Tessellation, aka Nanite Dynamic Tessellation, aka Nanite Dynamic Displacement was the next major feature I worked on after Nanite it...
graphicrants.blogspot.com
February 2, 2026 at 2:40 AM
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Time to climb! Cairn is available now.

Mount Kami awaits, unconquered.

This is what you trained for: fight for every meter of the climb and rise to the challenge.
January 29, 2026 at 5:03 PM
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Hey everyone, I'm open to a Senior Technical Artist role - and looking somewhat urgently, consultation, freelance, or full-time.

I'm Shader Witch, with 16 years Unreal Engine experience and a deep understanding of shading models, engine customization. Please let me know <3

#unrealengine #gamedev
January 29, 2026 at 1:27 AM
A few months ago I updated my game engine promotional page on my website with new content from the demo: https://www.froyok.fr/ombre/
Ombre | Tailored real-time 3D game engine
Ombre is a real-time 3D game engine made by Froyok
www.froyok.fr
January 28, 2026 at 3:27 PM
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when it comes to 3d modeling the 90-10 rule usually applies. that is to say 10% of the time is spent working and 90% is spent going haha model go spinny in the viewport of your application of choice
January 28, 2026 at 4:45 AM
(If you saw some of my recent posts multiple times, apologies for that. I'm trying to write a little script that sync my posts between here and Mastodon. I'm still ironing out some quirks.)
January 27, 2026 at 11:05 PM
I was busy this morning : I changed my brown switches into red one !
They were annoying to remove, but it was worth it.
January 27, 2026 at 11:03 PM
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My map for Quake Brutalist Jam III: The Smell of Sunshine.
January 26, 2026 at 4:44 AM
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January 27, 2026 at 12:40 PM
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At this point what the below images are are easily recognized by almost anyone who dabble in making games or 3D graphics in general.

The now ubiquitous Normal Map.

First described in 1998, and showed up in games around 2000 with Citizen Kabuto and Halo in 2001.

Except...
January 24, 2026 at 5:44 AM
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Have you ever wondered how time is spent in game development? I've made a handy pie chart to illustrate it.
January 25, 2026 at 2:44 AM
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Sketchbook page, some iterations on a character and then too much focus on ginkgo leaf patterns, done while trying to get my head around #drawsteel character creation.

#characterdesign #sketchbook
January 22, 2026 at 4:14 PM
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:)
January 22, 2026 at 3:43 PM
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Two more images of the full-screen edge detection outlines shader that I'm creating.

Can we get more mb's for gifs please???

#IndieDev #GameDev #Unity #ShaderGraph #Shaders #Gaming
January 20, 2026 at 8:25 PM
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‘It’s the underground Met Gala of concrete murderzone design’: welcome to the Quake Brutalist Game Jam
‘It’s the underground Met Gala of concrete murderzone design’: welcome to the Quake Brutalist Game Jam
Quake Brutalist Jam began as a celebration of old-fashioned shooter level design, but its latest version is one step away from being a game in its own right
www.theguardian.com
January 22, 2026 at 12:37 PM
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I made a directional noise type I call Phacelle Noise which is pretty fast!

Is it new or does something functionally identical already exist? I'm not sure! But I didn't come across one like this yet anyway, so here's my findings:
blog.runevision.com/2026/01/phac...

#Graphics #Shaders #Shadertoy
January 22, 2026 at 3:50 PM
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Haha, I ditched the pure software renderer a while back due to inconsistent fps on different architectures. It's mostly a hybrid approach with some fx being done in software on top of hardware/GPU renderer.
January 16, 2026 at 12:33 AM