Orson Favrel
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ofavrel.bsky.social
Orson Favrel
@ofavrel.bsky.social
Senior VFX Tech Artist #unity3d working on #vfxgraph. Previously: Lead VFX Artist #Dontnod, #ReadyatDawn.
Lucky to attend #GameCamp this year? Swing by the @unitygames.bsky.social booth to talk games, VFX, shaders. And don't miss out Mathieu Muller talk “How to glow-up the Unity game engine” about improving graphical performance and visual quality using Unity features. #MadeWithUnity
June 17, 2025 at 1:03 PM
Testing the new collision's features in VFX Graph, I made this cheap Katamary sample. Meshes are GPU particles, that stick and orient to the sphere. The Collider radius is driven by the sticky particle count stored in a tiny buffer. Thanks @shadi3st.bsky.social for the help on particle's orient.😁
November 25, 2024 at 5:17 PM
Four games I've worked on:
November 19, 2024 at 9:13 AM
"About to watch #DuneProphecy, and it brought back memories of this brief sand #realtimeVFX sequence! 🌵✨ Created for #Unite2024 with @FredM0reau to highlight the incredible #vfxgraph capabilities in #unity3d. Check it out! 🎥👇"
November 18, 2024 at 3:37 PM
it's #halloween 👻!!! Show me your scary #VFX 🎃.
Here's a not-so-old #wip made in #unity3d with #vfxGraph.
October 30, 2024 at 11:50 PM
All the Pyro simulation has been made in #Houdini and were exported using a 6-way exporter for #VFXGraph.
October 29, 2024 at 9:25 PM
The sparks add a nice glow to the explosion. A lot of time has been spent on achieving nice randomization in the size, shape, and bending of the sparks.
October 29, 2024 at 9:24 PM
The "dirt" system adds sharp details to the explosion and provides directionality by writing motion vectors. All particles are opaque with alpha clipping, which helps reduce overall overdraw.
October 29, 2024 at 9:24 PM
The “Linger Core” system help to do the dissipation of the “Core explosion”. The Core Explosion dissipation part isn’t long enough, so this system is delayed and spawn when the dissipation of the core explosion happens.
October 29, 2024 at 9:23 PM
The "Linger side" system also helps anchor the explosion on the pedestal. It uses a looping 6-way lighting texture that is reused in several systems.
October 29, 2024 at 9:23 PM
"Tendril" system consists of 10-15 particles aligned with velocities. The directions of each burst is random, providing a nice sense of directionality to the explosion. This is using a 6-way lighting flipbook. In the future, I would like to try on a Trail output.
October 29, 2024 at 9:23 PM
The "Ground Blast" system is a single face-camera particle that uses particles with a 6-way lighting flipbook. This allows the explosion to be "anchored" to the pedestal.
October 29, 2024 at 9:22 PM
The Core Explosion is just a single particle using the new 6-way lighting output and a Flipbook created in #houdini. It helps hide the switch between the static and dynamic statue. As it is the "hero system," it is drawn on top of tendrils and lingering smokes #vfx.
October 29, 2024 at 9:22 PM
All the systems are orchestrated with a "Global Spawn System" that is responsible for spawning all the different systems. Each system can have its own spawner to control the number of particles emitted or to add a small delay relative to the global spawn.
October 29, 2024 at 9:21 PM
Alright, let's jump in #unity to talk about the #VFXGraph explosion.
October 29, 2024 at 9:21 PM
To finish the #Houdini side, the animation is converted to a Bones Anim using the new KineFX workflow. Each Pack Geo is a Point, so each Pack Geo can be converted to a Bone. The Capture Pack Geo allows for the procedural assignment of skin weight thanks to the "name attribute."
October 29, 2024 at 9:20 PM
The simulation uses the Bullet solver for its speed. It includes basic piece-to-pieces and cluster constraints, as well as a static collider and a ground plane. The initial force is generated using a Pop Metaball Force node.
October 29, 2024 at 9:20 PM
Static parts are used as colliders in the simulation. To achieve this, the "Convex Decomposition" node is utilized. This node fractures the geo and creates convex hulls for each piece, making the geometry representation faster to simulate than "Concave" for the Bullet solver.
October 29, 2024 at 9:19 PM
After this, the “RBD cluster” node was used to create constraints that will hold pieces together until enough stress or impact breaks them apart. This is also a nice way to get more interesting fracture pieces.
October 29, 2024 at 9:19 PM
After completing the previous step, I used the “RBD Material Fracture” node. This node allows for excellent control in adding noise to the edges, making the fractured pieces more visually interesting.
October 29, 2024 at 9:19 PM
The destruction of the hero statue has been created in #Houdini. A boolean operation is used to separate the "static" part of the statue from the "dynamic, fractured pieces" that will be simulated with the RBD solver.
October 29, 2024 at 9:18 PM
The environment was Lit by
Maxime Grange thanks to the new Adaptive Probe Volume (APV) in #unity3d. He created the initial lighting setup and two lighting scenarios: Day & Night.
October 29, 2024 at 9:15 PM
The environment #VFX layers.
October 29, 2024 at 9:15 PM
To better emphasize the presence of dust and smoke, I made some changes to the environment. I added a bunch of statues and layers of dust with decals to recreate the backyard of a stone carving factory.
October 29, 2024 at 9:14 PM
I guess It's time to bring some useful twitter #realtimevfx breakdown. Let's start with this one about Explosion💥 in #unity3d and #vfxgraph using 6-Way lighting technique.
October 29, 2024 at 9:14 PM