Froyok (Léna Piquet)
@froyok.fr
1.7K followers 300 following 450 posts
"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
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froyok.fr
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.
Image of a military character jumping over a fence in an industrial complex demonstrating a custom lens-flare effect. Image of my game engine Ombre showing a series of pillars lit by a light. Pillars far away have a bokeh effect on top of them. Image of my game engine Ombre showing a structure in the middle of a gray room being reflected. A bright red light is visible in its center. The sky is light gray and gives a hazy atmosphere. Image of my game engine Ombre showing a light in the middle of Intel's Sponza scene. On the right is visible some interface elements from the editor.
Reposted by Froyok (Léna Piquet)
xordev.com
Xor @xordev.com · 14h
"Thermal"
for(float i,z,d,s;i++<3e1;o+=(cos(s-t+vec4(0,1,8,0))+1.)/d)
{vec3 p=z*normalize(FC.rgb*2.-r.xyy),a=p;p.z+=5.;
for(d=2.;d++<7.;)a-=sin(ceil(a*d+t)).yzx/d;z+=d=abs(max(p=abs(p),max(p.y,p.z)).x-2.)*.4+.2*abs(cos(s=a.y+t));}
o=tanh(o/3e2);
Reposted by Froyok (Léna Piquet)
Reposted by Froyok (Léna Piquet)
xordev.com
"Magnetic"
for(float i,z,d,l;i++<6e1;o+=vec4(l,2,z,1)/d/l/z){vec3 p=z*normalize(FC.rgb*2.-r.xyy),a=p-.9*p.xzy;p.z+=5.;
for(d=1.;d++<9.;a+=sin(round(a*d).yzx+t)/d);z+=d=length(vec4(sin(a*a)*.3,cos((l=length(p))/.3)))/6.;}
o=tanh(o*o/1e6);
froyok.fr
I have seen it weeks ago and I'm still thinking about how incredible the look/design of the "bad guy" in Thunderbolts is.
Don't want to spoil it, so no pictures. But that subtle rimlight on the silhouette and reflection in the eyes was a really nice touch. I really loved it !
froyok.fr
- J'utilise un kernel custom, en vram sous forme de SSBO, que je change suivant la résolution de l'écran (histoire que le bokeh soit relatif à ce qu'il y à l'écran) et la forme (en me basant sur CryEngine Gems)
ia800704.us.archive.org/32/items/cry...
Slide from CryEngine graphics gems presentation Slide from CryEngine graphics gems presentation
froyok.fr
Les tweaks en question :
- J'ai rajouté une pass intermédiaire comme dans Cry Engine Gems pour étendre la taille du DOF de façon cheap.
- Durant l'upscale, je choisie entre du bilinéraire pour adoucir le rendu et du nearest comme dans l'implémentation suivant la taille du CoC
Reposted by Froyok (Léna Piquet)
charleslafrance.bsky.social
#streetphotography #photo #photography #montreal
Reposted by Froyok (Léna Piquet)
Reposted by Froyok (Léna Piquet)
bjornprins.bsky.social
Here's a reminder of what it looks like with more normal colours. Though once I start texturing I'll try to make it less grey.
Screenshot of a detailed retro-futuristic 3D workstation in Blender. The scene shows a curved desk surrounded by monitors, a leather office chair, and a variety of stylized props like books, tubes, a mug, and canisters. The modeling is clean with stylized details and placeholder green screen shaders on the monitors. The image serves as a progress update on a larger personal project. Back view of a retro-futuristic 3D workstation in Blender. The image shows a dense arrangement of pipes, cables, vents, and mechanical components, including a large red valve on one of the large pipes and flexible hoses. The setup includes power conduits, tubes for nanoliquid, and screen for monitoring and system calibration. The distinct purple brain cube PC and rolled-up papers from the front are also visible from this angle.
froyok.fr
Soooo, God of war with guns and 80s music ?
Reposted by Froyok (Léna Piquet)
guycalledfrank.bsky.social
So it works now!
If you have Bakery, can you try getting the latest github patch and using it?
Add "Bakery Light Filter" component to an object to make it act like stained glass 😋
(video from RTPreview for fanciness, but it looks the same when baked)
#gamedev
Reposted by Froyok (Léna Piquet)
foone.bsky.social
I've been bedridden for the last 9 months, unable to work as I try to get a surgeon and insurance lined up for my operation to let me work again.
If you could send a couple dollars, it'd really help. Time isn't on my side here, and waiting is very expensive.

ko-fi.com/fooneturing/
Support Foone Turing ❤️
Become a supporter of Foone Turing today!
ko-fi.com
Reposted by Froyok (Léna Piquet)
mjp123.bsky.social
I've got a new blog post for all of you fine folks! It runs through the additions to D3D12 since it was released, and finishes up with some of the things that have changed for me personally in my code.

(And yes it's really been 10 years 👴).

therealmjp.github.io/posts/ten-ye...
Ten Years of D3D12
For those of us that have been using it from the start, it can be hard to believe that Direct3D 12 has been around for nearly ten years now. Windows 10 was released on July 29th 2015, and D3D12 has be...
therealmjp.github.io
Reposted by Froyok (Léna Piquet)
Reposted by Froyok (Léna Piquet)
hallatore.bsky.social
MeshBlend 1.4 just dropped on @unrealengine.bsky.social

Always working on that visual quality!
#gamedev #environmentart
Reposted by Froyok (Léna Piquet)
Reposted by Froyok (Léna Piquet)
coil.bsky.social
One of the wildest astrophysics facts I have learned is that even outside of tides, the theoretical "sea level" around the world is not a sphere or even an spheroid based on the mass of the Earth, but a "geoid" whose irregular shape is a factor of local density and centrifugal potential energy.
Wikipedia: a simplified cross-sectional diagram of the Earth's surface, comparing the crust (continents and sea floor), sea surface, and mathematical ellipsoid describing the planet's average shape. The surface of the oceans is slightly concave, higher at the edges of continents where local density is greater.
froyok.fr
Ho nice, didn't know about this one, I will check that out thx !
froyok.fr
It's kinda crazy to me that on X11 the middle mouse button paste feature is built-in in a way that cannot be disabled. At least with KDE.
Reposted by Froyok (Léna Piquet)
ipotrick.bsky.social
The radiance cache works by storing another layer of texels on the probe. The new texels store the direct radiance coming into their direction, no cos convolve.

When shading rtgi ray hits, i sample the radiance of the 8 closest probes by projecting the radiance back onto the hit ws position.
ipotrick.bsky.social
Experimenting more with hybrid probe and per pixel traced gi.

I now use a radiance cache to shade per pixel ray trace hits.

It saves a lot of performance and the quality is very close to proper hit shading.

Roughly saving ~30-70% of performance for rtgi (local lights make this verrry worthwhile).
Reposted by Froyok (Léna Piquet)
idsoftwaretiago.bsky.social
Slides from my SIGGRAPH 2025 and CEDEC 2025 talks “Fast as Hell: idTech 8 Global Illumination”, are now publicly available through the Advances in Real-Time Rendering in Games course. Lecture recordings will be available soon on the course's YouTube channel.
ceruleite.bsky.social
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course slides for "Fast as Hell: idTech8 Global Illumination” talk by @idsoftwaretiago.bsky.social from @idsoftware.bsky.social
are now online
advances.realtimerendering.com/s2025/index....