Frans Bouma
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fransbouma.com
Frans Bouma
@fransbouma.com
Software engineer (LLBLGen Pro (.NET ORM) / photomode mods and tooling for games)
Photographer (macro, in-game, real life)
Ex-demoscene

Portfolio: https://fransbouma.com
Camera tooling: https://patreon.com/Otis_Inf
LLBLGen Pro: https://llblgen.com
Assassin's Creed Shadows (PC, own camera tools, Reshade)
November 16, 2025 at 8:01 PM
Testing the final bits of the Atmospherics features I built in the past weeks. Left vanilla, right, tweaked exponential height fog, sky atmosphere, directional light and volumetric cloud. Imgsli: imgsli.com/NDI4NTMx
Borderlands 4
November 13, 2025 at 2:42 PM
Wanted to produce something of value today and finish on a positive note, so I did implement Volumetric Cloud support for the Universal Unreal Unlocker, so you can now control (some) aspects of the volumetric clouds in any Unreal 5 game (if it uses it).
Oblivion Remastered after/before
November 12, 2025 at 5:14 PM
I tried to do what you said, but the bloody form doesn't allow me to create an issue. It insists on me typing a summary, which I did!

What do I do now?
November 12, 2025 at 2:16 PM
Almost done, of course multidimensional arrays still fail. (don't mind the eyeblistering color theme, that's what Rider now has as 'default' in the 'classic' UI which I went back to which is a bit less slow on my 20 core CPU
November 12, 2025 at 10:55 AM
Real time atmospherics tweaking in any UE 5 game :) Soon...
November 6, 2025 at 11:25 AM
Tell me you didn't spent a lot of time optimizing your materials without telling me you didn't spent a lot of time optimizing your materials.
October 29, 2025 at 8:11 PM
Still Wakes the Deep (PC, own Universal Unreal Engine Unlocker for camera/scene tweaks/custom lights/post processing/more, Reshade).
Hardware raytracing based lumen gets you very far towards real time realism. DOF is my own IGCSDOF.
October 29, 2025 at 4:34 PM
Unreal Engine 5.7.6 just shipped with this feature! I added 57 expressions for easier posing with MetaHuman using characters in Unreal Engine 5 games. On my patreon: patreon.com/Otis_Inf

Below 4 examples: same body pose, 4 different face expressions and head orientation. (inZOI, UUU, Reshade)
October 21, 2025 at 2:45 PM
Lazy inZOI portraits, to test out if I didn't miss a spot somewhere in the new Face expressions code in the UUU. It all works! :) Release tomorrow.
October 20, 2025 at 4:34 PM
Testing my face poses out in Inzoi. It literally took 10 seconds to move from the left pose to the right. I'm very happy with how this turned out. It was a big research project but the end is more than I'd hoped for.
Some small things to clean up and then I'll ship it early next week
October 18, 2025 at 7:36 PM
Have the blending working properly now. Went for a min/max approach instead of averaging as it gave better overall results.
October 17, 2025 at 3:11 PM
I finally have the MetaHuman face poses working to add expressions and eye movement to MetaHuman based characters in UUU v5! Coming soon.
October 17, 2025 at 10:09 AM
Gee, was it too hard to invite a single woman? Or was that inconvenient for some there? And why was the corrupt clown of the FIFA at that summit?
So many questions...
October 14, 2025 at 11:23 AM
Until Dawn (PC, own Universal Unreal Engine Unlocker for camera/hud toggle/scene manipulation/pose tooling/tweaks/post processing/custom lights, Reshade).
October 12, 2025 at 4:45 PM
I've also added lights: 1 spotlight high up in the trees to get more light on the face but not lose the shadows of the branches, one rimlight and one spotlight pointing at the branches behind her which will result in nice bokeh highlights in the DOF. After that I add RTGI in reshade.

4/4
October 12, 2025 at 10:20 AM
I've changed her pose: I've opened up the UUU's in-game overlay with Ctrl-Insert, clicked on our character and changed the head bone and eye bones as well as the jaw bone a bit to get this pose: 3/n
October 12, 2025 at 10:20 AM
This is our starting point. Our playable character, wandering about in the snow. We have a directional light from the game shining through the branches, giving nice shadows. I've tweaked the engine's subsystems a bit to give much better detailed shadows. 2/n
October 12, 2025 at 10:20 AM
A shot I took in Until Dawn PC using my Universal Unreal Engine Unlocker (UUU) tool, combined with @martysmods.bsky.social's RTGI and our IGCSDOF accumulation buffer based depth of field. Let's see what it takes to get here. 🧵 1/n
October 12, 2025 at 10:20 AM
This should be on the wall of every IT / software company
October 10, 2025 at 8:45 PM
Borderlands 4 (PC, own Universal Unreal Engine Unlocker for camera/hud toggle/scene manipulation/tweaks/post processing/custom lights, Reshade).
October 9, 2025 at 7:05 PM
I printed some game shots I made and put them on my office wall. As there’s no 90 degree angle in my house from 1890, this was quite the challenge. Had them done with a matte finish, which turned out great, no glare/reflections!
October 9, 2025 at 4:43 PM
Oh, I'm ready since 45 minutes ago, man. But sure, invest some time to really REALLY make sure I'm ready.
*Another few minutes pass with no activity*
October 9, 2025 at 8:37 AM
MS Dev: "Ok, what should it do when it reaches 100%?"
MS manager: "JFC Garry, make it rest up a bit! This update check exhausts everyone, even our speedy installer!"
MS Dev: "Good point, I'll let it wait here for 5 minutes"
October 9, 2025 at 8:36 AM
I don't know which idiot vibe-coded this phase together but they absolutely messed it up big time. This takes several minutes but nothing is doing much. CPU: < 1%, network < 1%, disks: crickets.
October 9, 2025 at 8:03 AM