Ghislain Girardot
ghislaingir.bsky.social
Ghislain Girardot
@ghislaingir.bsky.social
UE content creator, specialized in tech art. I don't share my opinion much.
🥳New 30-min video out!
I dive into different ways to rasterize dynamic effects (explosions, attacks, etc.) using Niagara, and show how to apply them to foliage & particles. Check it out!⬇️
November 11, 2025 at 12:42 AM
🥳 New Video Alert!
In this 15-min deep dive, I walk through an experimental scriptable tool I built that fetches textures in material light functions to paint light dynamically, all in-editor. Check it out! 🔥
November 7, 2025 at 12:54 AM
Oh! Sphere and cone tracing makes an appearance too :) One of the coolest use cases for SDFs.
October 31, 2025 at 1:12 AM
This one isn’t in the video, but it’s part of the example project I just released on my Patreon.

You can bake 3D SDFs of splines using Niagara and Scriptable Tools :)
October 31, 2025 at 1:12 AM
I also cover how to bake SDFs for splines — using good old Blueprints :)
October 31, 2025 at 1:12 AM
I also show how to bake the SDF of a single asset, using a few hacks to create custom bounds using geometry scripting to expand the SDF.
October 31, 2025 at 1:12 AM
A good chunk of the video is an overview of tools you can build to bake SDFs in-engine.

For example, one tool cuts out geometry from the scene and generates its SDF using geometry scripting.
October 31, 2025 at 1:12 AM
I go over how you can quickly & easily bake your own SDFs in Blender and how to sample them in UE.
I also touch on more advanced techniques commonly used with SDFs, like approximating ambient occlusion.
October 31, 2025 at 1:12 AM
There’s a fair bit of theory in the video. For instance, it’s not immediately obvious why a distance field projection might require multiple steps to actually project onto a surface.
I also briefly cover how to create custom debug tools using a few fun hacks :)
October 31, 2025 at 1:12 AM
I also briefly touch on some more experimental stuff using Niagara and the Jump Flood Algorithm.
October 31, 2025 at 1:12 AM
I tried to cover a lot of ground in just 1h20, so I skim over some examples.

Here, for instance, I briefly mention using Niagara’s Rigid Mesh Collision Interface to generate an SDF approximation of an animated skeletal mesh in real time.
October 31, 2025 at 1:12 AM
I also show how to map a texture using distance fields — and more importantly, how to fix the infamous mipmap seam.
October 31, 2025 at 1:12 AM
In case you’re wondering — yes, I go over the well-known stylized ripples effect :D

But first, I cover the theory and some key mathematical properties you’ll need to really understand how to work with SDFs.
October 31, 2025 at 1:12 AM
Hacky experiment. Tried to generate a distance field of an animated skeletal mesh using separable JFA. Performs well but I don't know how to make it signed/handle voxels inside the mesh 🫠
October 1, 2025 at 2:55 PM
Another sdf-related tool. Nothing too fancy, this one bakes a 2D distance field for actors containing spline component(s). Might come in handy for shorelines etc.
I'll do a breakdown of the scriptable tool BP in my upcoming video.
September 26, 2025 at 4:27 PM
A small tool I built the last two days. I'm using Geometry Scripting + Python to generate SDFs from any geometry in the scene and visualize the result.

This is part of my next video dedicated to SDFs
September 25, 2025 at 10:22 PM
Rough locomotion tests. It felt cute at the time.
September 22, 2025 at 1:08 PM
Character I prototyped last year. I had the idea for a small party game, but I could never quite find a healthy balance between personal and professional projects. My brain doesn’t let me do 50/50.
September 22, 2025 at 1:08 PM
What's the official statement on using distance fields in shaders? Afaik, they've been somewhat broken since 5.0. Workaround is to use a CVar to only use one low resolution cascade, I think, but it's far from ideal. Am I wrong? Any clues? Ty
September 14, 2025 at 1:00 PM
First time trying out the rasterization grid interface as well. Seems pretty straightforward. I'll try to make a tutorial if I eventually manage to make sense of what I'm doing (:
September 11, 2025 at 11:33 PM
Decided to try Position-Based Fluids for a first go at realtime fluids. I think I got the algorithm wrong, I've got weird boundary behavior. Meh, I suck at maths, it's an infinite pain to go through academic papers :(
September 11, 2025 at 11:33 PM
Continuing with my Niagara/Grass experiments... Here, a regular grass clump mesh is instanced about 64 times and each card is injected into a buffer to be individually simulated. I still need to fix plenty of issues & write to velocity buffer to fix TAA artifacts but it's a start
September 1, 2025 at 11:47 PM