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Download UNIGINE Engine for free: 🤍 00:00 UNIGINE 2.17 Feature Highlights 00:12 DirectX 12 / Vulkan (Production) 00:28 Panorama Space Dynamic Global Illumination (PSDGI) 01:09 Spatial Temporal Denoiser 01:18 High-Level Image Generator 01:20 VR Support 01:28 Weather Radar 01:35 GPU Particles (Experimental) 01:45 Water Decals Updates 01:54 UnigineEditor Improvements 02:04 Content Profiler 02:35 New Advanced Helpers and Visualizers 03:05 New Filtering Features 03:26 Better Focus and Selection 03:43 Improved Packages 04:01 Asynchronous Streaming Improvements 04:27 Particle Systems 04:56 Photon Engine Integration 05:02 New API Samples 05:12 Add-On Store Full release notes: 🤍
In a groundbreaking debut at the MSG Sphere Las Vegas, U2's first live performance in four years featured mesmerizing visuals by acclaimed artist John Gerrard on the world's largest spherical screen, powered by UNIGINE Engine. 🤍 John Gerrard (born 1974, Tipperary, Ireland) creates virtual worlds in his game engine-based, politically resonant artworks that take the form of simulations. His custom-programmed, generative, digital works have examined issues related to energy production, food systems, information flows, and other timely subjects. UNIGINE Engine is the real-time 3D engine of choice for John Gerrard’s studio since 2014. The MSG Sphere Las Vegas is billed as the world's largest spherical structure, with its entire exterior and most of its interior covered in giant LED screens. This is a compilation of the publicly available content: Las Vegas $2.3BN Mega Sphere 🤍 Sphere | Hello World | A July 4th Event Like No Other 🤍 INTERACTIVE RECRUITMENT 30SEC .mp4 🤍 MSG Sphere Sphere in Real Time 🤍 Inside U2's Sphere Residency in Las Vegas | Apple Music 🤍 Opening Night U2 at Sphere, Las Vegas - Courtesy Sphere Entertainment. Sept 29, 2023 🤍 Behind U2's Residency at Sphere Las Vegas | Apple Music 🤍 ATOMIC CITY / U2:UV MIX 🤍 Bono and The Edge on their Vegas residency at Sphere | Extended interview 🤍 U2, Where The Streets Have No Name / All You Need Is Love (live), 09.29.2023, Sphere, Las Vegas 🤍 U2 UV Where The Streets Have No Name - Las Vegas - 7/10/2023 - The Sphere 🤍 John Gerrard : Surrender (Flag) inside sphere Las Vegas 🤍
Download for free: 🤍 To support the creative endeavors of individual enthusiasts and small projects, scientists, students, and non-profit organizations from all over the world UNIGINE launches a highly anticipated free Community edition of its real-time 3D engine. More info on UNIGINE: 🤍 Music credits: Guest of Rapture — Try Again
Support Nitrogen on Patreon: 🤍 Both Unreal Engine and UNIGINE have amazing water systems, but which engine has the better system? Let's find out by breaking both down and analyzing their pros and cons! Which water system do you like more? Let me know in the comments! UE4 VS UNIGINE is a topic I started 2 months ago from a general overview and today we're focusing on a single matter: the water system. This is what caught my eye when I first learnt about UNIGINE and now that Unreal Engine's water system is out, it's the perfect time to compare the two! The features of a water system should virtually never influence which engine you use unless your game or environment is highly-focused on water. The purpose of this comparison is to learn about these water systems and what they can achieve, as well as what I personally think could be improved about both. Sources: Unreal Engine VS UNIGINE: Which Engine is Better for Environmental Design: 🤍 UNIGINE 2018 Showreel: 🤍 Diving Into the Depths of Water as a Feature in Unreal Engine 4.26: 🤍 Music used in this video: Midwest Diner - Frook Formations - Van Sandano Midnight Sailing - Like Saturn All content on Nitrogen is exclusively available for free. We, as a community, support completely free education available to everyone. Any support is appreciated for me to keep making content and improving it. Contribute with translated subtitles - 🤍 0:00 - Available Water Types/Bodies 1:41 - Customization 3:55 - Performance 4:25 - Which Water System is Better?
Unreal or UNIGINE? Which engine should YOU use as an environmental artist? Let's find out! UE4 VS UNIGINE: 2 similar beasts, but which one is trully better? Unfortunately there is no straight forward answer, so before you decide on one, in this video we will discuss the most important factors that should influence your decision! ♥ Patreon: 🤍 Choosing the right tool for environmental (and level) design is certainly important. It can save you a lot of time and help you achieve even better scenes. There may be other tools out there that might be better (perhaps Blender), but this is strictly a game engine comparison between Unreal Engine and UNIGINE, which, in my opinion, are the best easily-available engines for this task! Sources: Rebirth: Introducing photorealism in UE4: 🤍 UNIGINE 2018 Showreel: 🤍 Music used in this video: Like Saturn - Midnight Sailing Carvings - Dusty Decks When the Noise Settles - Dusty Decks All content on Nitrogen is available for free. We, as a community, support completely free education available to everyone. Any support is appreciated for me to keep making content for free and improving it. 0:00 - Introduction 0:16 - Design Features 0:20 - Design Features: Constructing a Composition 0:58 - Design Features: Landscapes and Foliage 1:43 - Design Features: Atmosphere, Clouds & Fog 2:15 - Design Features: Texturing & Particles 3:16 - Design Features: Lighting & Post Processing 3:53 - Learning Curve 4:41 - Communities 5:16 - Conclusion
UNIGINE Engine 2.12: 🤍 Dynamic excavation zone size is 300x300x20 meters, voxel size is 10 cm. In addition to the voxel-based simulation of precision digging, the demo uses runtime terraforming (ObjectLandscapeTerrain) as well.
Unigine 2.16 was just released, the first and probably only release of 2022 and it is jammed packed with new features. The biggest of which are two new (in development) renderers, DirectX 12 and Vulkan, with the Vulkan renderer offering massive performance improvements (while DX12 offers Xbox support in development). The release is also packed with other new features such as the ability to paint on textures directly in the engine, the edition of double precision coordinates to the community edition and more. Links 🤍 - *Support* : 🤍 *GameDev News* : 🤍 *GameDev Tutorials* : 🤍 *Discord* : 🤍 *Twitter* : 🤍 -
UNIGINE Superposition Benchmark: 🤍 Extreme performance and stability test for PC hardware: video card, power supply, cooling system. Check your rig in stock and overclocking modes with real-life load! Key Features: * Top-notch visuals powered by UNIGINE 2 Engine * Extreme hardware stability testing * GPU temperature and clock monitoring * Unique SSRTGI (Screen-Space Ray-Traced Global Illumination) dynamic lighting technology * VR experience (Oculus Rift and HTC Vive) * Free exploration mode with mini-games * Over 900 interactive objects * Global leaderboards integration * Support for Windows and Linux
This is a beginner tutorial for C# programming with the free Unigine Community edition. I use an empty example project for demonstration to move and rotate a model in the scene with a C# script (node). I expose some variables (speed and turn speed) so that these can be changed in the Unigine editor. See my social profiles here: Instagram: 🤍 Twitter: 🤍 Facebook: 🤍 Patreon: 🤍 Merch Store: 🤍 Production Music courtesy of Epidemic Sound: 🤍
Long-awaited release UNIGINE Engine 2.15 brings you major updates in almost every single feature! Full release notes with technical details are available here: 🤍 Get UNIGINE SDK: 🤍 (completely free for small indie projects OR non-commercial/academic use). Features in Timecodes: 00:00 UNIGINE 2.15 Release Highlights 00:10 Node-Based Materials 00:42 New Spectrum-Based Water System 01:02 Landscape Terrain Data Compression 01:17 Sandworm Tool Upgrade 01:35 Renderer Improvements 01:55 Editor Updates 02:49 High-Level Image Generator Updates 03:12 Editor Plugins 03:30 Samples & Add-Ons 03:52 Mars Demo
Half-Life 2 Apartments UNIGINE2 Gameplay #UNIGINE #MadeWithUnigine #Half_Life Hi all. I think you're already familiar with a similar demo I made on Unity This time I decided to use Unigine 2 to create a live demo I used some of the assets from the old demo but I also did a lot of new stuff. In my work I used programs such as: Unigine 2 Blender Substance Painter Quixel Megascans Fl Studio And some original sounds from Half-Life 2 I also used the combine and strider models from HL:Alyx Thanks to Valve for these games! 🤍 🤍 VK 🤍
This week, Unigine are announcing Unigine Community, a version of their game engine with much more indie friendly license terms. Unigine will be available for free to game developers that make less than $100K a year or are working on non-commercial projects. Game changer, or too little too late? We go hands-on with Unigine Community in this video. Link: 🤍
Many 3D apps developers wishing to switch to UNIGINE are only familiar with the C# language. For this reason, we introduced a major feature in the 2.9 C# API called C# Components: 🤍 Components are natively-integrated C# Objects that allow for vastly more streamlined logic to be introduced into your worlds. Assigning a Component to a Node is as easy as drag-and-dropping, and the modular architecture allows to create arbitrarily complex interactions without going mad from trying to make sense of it all. This improved workflow will gradually become the primary method of adding logic to your creations, including for our core C API.
Get UNIGINE SDK: 🤍 #unigine #tutorial #3d #landscape #terrain In this tutorial: 00:00 - Landscape Terrain capabilities 00:54 - Landscape Terrain operation 01:20 - Sculpting a terrain from scratch 03:09 - Brush editing 05:56 - Creating a terrain from textures 09:39 - Adding and configuring details 14:27 - Fine-tuning details with brushes 15:29 - Landscape layers system 16:31 - Creating an inset with higher data density 17:53 - Collision and intersection detection 18:55 - Collaborative editing 19:50 - Run-time modification of terrain surface 21:20 - Tessellation and Streaming settings 27:29 - Additional features of Landscape Masks
Experience a 3D realtime demo environment inspired by Chinese religious architecture. This is the reveal for a long-term personal project, where I plan to develop a free playable demo (PC) in the coming months. I used Quadspinner Gaea to generate the terrain heightmaps and material masks. The game engine being used is UNIGINE 2.16, a viable alternative to Unreal Engine 4/5 which I have been using for environment / level design. All building assets were designed and made by myself in 3DS Max, texturing was done using a combination of Substance Painter and using procedural techniques in UNIGINE. Small props and environment assets and textures are from Quixel Megascans and UNIGINE's scan and vegetation packs. I have been optimizing for performance as I have been going along, but there is still a lot of room for improvement. It is currently running at 40-55 fps at 1440p My System Specifications: Ryzen 7 3700x Nvidia RTX 2080ti 32GB Ram This is still a work in progress, where I plan on adding lots of smaller details throughout the level, and I still need to design and model the temple interior spaces, but I am excited to finally be able to reveal this project. This is my most ambitious project to date, pushing my skills in environment design, 3D modelling and texturing further - I hope you enjoy it, feel free to subscribe to my channel for future updates on this project! I plan on sharing more updates of this project to my Instagram: 🤍 Many thanks, Ben #unigine #photorealistic #quixel #environment #landscape #mountains #mongolia #nature #realtime #3d #videogames #videogame #megascans #sky #clouds
After about 9 months, we've got the first major release of the Unigine game engine, Unigine 2.15. Adding a new visual Material Graph Editor and more. Links 🤍 - *Support* : 🤍 *GameDev News* : 🤍 *GameDev Tutorials* : 🤍 *Discord* : 🤍 *Twitter* : 🤍 -
In this video we go hands-on with the Unigine game engine. Traditionally used in simulations and engineering as well as benchmarks, Unigine has recently started offering a subscription version aimed at indie game developers. In this video we check out the game engine in action. Link: 🤍
This scene is a short 3D realtime environment which I worked on as part of my Environment Artist portfolio. This is an environment I designed which is strongly influenced by my travels to Baishazhen Old Town in Yunnan Province, China. The level is currently playable in real-time 🤍 ~70fps 1440p on my system with an RTX 2080Ti, however I believe there is plenty room for further optimization. The entire level, models and props were designed, modeled and textured by myself apart from the following exceptions: 1. Bicycle from CGTrader 2. Debris, some tiling textures and ground vegetation from Quixel Megascans 3. Trees and hanging vegetation from Unigine's Vegetation Asset Pack. I began this project creating 4 main trim textures which were modeled in low poly, where a high poly version was sculpted in ZBrush and baked into Substance Painter. Using these 4 trims, I made a kit of different elements which formed the base of the scene. I created most of the props using a standard pipeline, modeling a low poly, baked with a high poly in Substance Painter. The background terrain was generated using Quadspinner Gaea, exported as two different static meshes with texture maps, which were kitbashed together. The entire scene was modeled using 3DS Max and built into to the UNIGINE game engine. Soundtrack: Music provided by HearWeGo Artist: Andy Leech x 4lienetic Title: Nightfall Link to this project in my portfolio: 🤍artstation.com/artwork/g09kDm #unigine #unrealengine #quixel #environment #landscape #china #history #realtime #3d #videogames #videogame #megascans #sky #clouds
Updated 4.0 version of Heaven Benchmark Product page: 🤍 More details: 🤍
We stopped by EVGA's booth at PAX East 2017 to investigate the new Unigine Superposition benchmark. Like our content? Please consider becoming our Patron to support us: 🤍 Please like, comment, and subscribe for more! Follow us in these locations for more gaming and hardware updates: t: 🤍 f: 🤍 w: 🤍 Links to Amazon and Newegg are typically monetized on our channel (affiliate links) and may return a commission of sales to us from the retailer. This is unrelated to the product manufacturer. Any advertisements or sponsorships are disclosed within the video ("this video is brought to you by") and above the fold in the description. We do not ever produce paid content or "sponsored content" (meaning that the content is our idea and is not funded externally aside from whatever ad placement is in the beginning) and we do not ever charge manufacturers for coverage.
UNIGINE's real-time physics supports double precision coordinates for credible simulation of really huge worlds with complex interactions between objects. Watch this tutorial and get your physics-powered UNIGINE application up and running fast! Got no UNIGINE SDK yet? Get your 30-days free trial: 🤍 This tutorial covers the basics of creating dynamic physical objects and empowering virtual worlds with life-like physical effects. In this tutorial: 00:00 - Built-in physics module capabilities 00:45 — Basics and quick start 01:50 — Enabling collisions, collision types 03:08 — Physics settings and limitations 03:29 — Physical bodies 04:12 — Rigid body parameters 05:51 — Approximating geometry with physical shapes 07:15 — Shape parameters 07:50 — Filtering collisions using Collision and Exclusion bit masks 08:18 — Fixed physics FPS; Discrete and Continuous collision detection 09:22 — Filtering intersections with physical shapes using the Intersection bit mask 09:43 — Using Shape-Surface collisions to enable static, kinematic and deformable colliders 10:56 — Collisions with Global Terrain object 11:08 — Enabling collisions to restrict camera movement 11:18 — Dummy body 11:45 — Enabling inverse kinematics to bring characters to life (or death) via Ragdoll body 13:34 — Procedural destruction of Fracture bodies 14:08 — Simulating wires and ropes using Rope body 14:50 — Cloth simulation via Cloth body 15:56 — Using Water body for physical simulation of liquids with different density and viscous behavior 18:44 — Path body representing a trajectory for physical bodies 19:05 — Using joints to create complex objects consisting of several interconnected parts 19:22 — Attaching two bodies to each other using a Fixed joint 20:27 — Restricting rotation of bodies along one axis with respect to each other using a Hinge joint 20:54 — Rotating bodies around a point using a Ball joint 21:03 — Restricting movement of bodies along an axis using Cylindrical and Prismatic joints to imitate a piston-like behavior 21:22 — Simulating vehicles and interaction of a wheel with the ground using Wheel and Suspension joints 21:56 — Attaching a Rope or a Cloth to other bodies using a Particles joint 22:36 — Attaching a Rigid body to a Path body using a Path joint 23:04 — Enabling auxiliary force fields via Physical effects 23:08 — Physical wind 23:33 — Physical force 23:53 — Physical noise 24:20 — Physical water 24:42 — Physical trigger 24:56 — Configuring global physics settings 26:08 — Estimating performance consumption via the Physics Profiler
My System: CPU - Fx 6300 GPU - GTX 1050ti RAM - 16gb
Introducing the new terrain system (ObjectLandscapeTerrain) in UNIGINE 2.10: - Extreme details up to 1 mm per pixel - Dynamic modification in the runtime - craters, funnels, trenches - Adaptive hardware tessellation with displacement mapping - Up to 24 million materials - Layers system with flexible blending rules - Binoculars/scopes support (x20 / down to 1-degree FOV) - Optimized rendering and physics performance - Support for simultaneous non-destructive editing by a team of 3D artists The demo is made based on Mars data (1000x1000 km segment around the Gale crater), procedurally refined. Running in 4K🤍60 Hz on Ryzen 7 3800x / RTX 2080 Ti / 32 GB. Uses Mars gravity coefficient for physics simulation. More details: 🤍
Google Drive: 🤍 Github: 🤍 Comment down below for any questions or concerns Any business inquiries ask me on: lazy.unigine🤍gmail.com timestamps 0:00 - Intro 0:28 - Thank you All 1:25 - Installing New Update 2:01 - Asset Store 3:08 - Upgrading Projects 3:57 - Graphics Update 4:40 - Raymarching GI 10:35 - Denoiser 10:48 - Water Decals 10:58 - Spacers and Deflectors for Particles 14:54 - Optimizations 15:08 - New Visualizers for Performance 16:01 - Physics Collision Fix Increase 16:54 - DPI and GPU Updates 17:38 - Plugin Updates 18:04 - Window Customization 18:35 - New Texture Rendering Debug 21:15 - New Helpers 21:38 - UPackage Update 22:31 - New Filters 24:15 - Cleaner Tool Update 24:40 - SVN Update 25:00 - Material Graph Update 25:24 - PRO and SIM SDK Updates 26:14 - New C Demo Samples 26:36 - Photon Update Integration 27:30 - Documentation Updates #Unigine #LazyUnigine
Hardware tessellation technology in action. Captured from "Heaven" DirectX 11 benchmark, which is based on Unigine 3D engine: 🤍
A Mongolian-inspired valley environment which I recreated in Unigine 2.15, a viable alternative to Unreal Engine 5 which I use for level design and to create 3D environments. This is a short 3D cinematic teaser trailer of a playable environment which I am developing. I set myself the task of designing and re-creating a detailed 9km2 environment based upon a Mongolian landscape, where after further details, optimizations and added assets I hope to release this as a free playable standalone demo in the future. The landscape terrain itself was created using Quadspinner Gaea, which was imported into Unigine 2.15 to build the scene. Vegetation assets are from Unigine's vegetation pack and Quixel Megascans. 3D scanned rock assets and landscape textures are also from Quixel Megascans. This is still a work in progress so any feedback regarding improvements is very much appreciated! #unigine #photorealistic #quixel #environment #landscape #grassland #mongolia #nature #realtime #3d #videogames #videogame #megascans #sky #clouds 🤍UNIGINE_Official
Денис Шергин (Unigine)
Watch this tutorial and learn how to import and configure 3D models created in third-party DCC software. FBX Import Guide: 🤍 In this tutorial: 00:00 Introduction 00:26 Supported formats 01:02 Importing an FBX 02:03 Import settings 02:21 General settings 05:06 Configuring the imported model 06:56 Materials 09:24 Automatic generation of LODs 10:32 Configuring custom LODs 11:08 Lightmaps 11:36 Importing animated skinned models 14:06 Optimization of heavy models 16:05 Importing complex CAD models If you're not already, but you'd like to be, click the "Subscribe" button and don't forget to activate the bell icon, so you wouldn't miss anything! Join our communities in social media: Twitter: 🤍 Facebook: 🤍 Discord: discord.unigine.com
🤍 Valley Benchmark is a new GPU stress-testing tool from the developers of the very popular and highly acclaimed Heaven Benchmark. The forest-covered valley surrounded by vast mountains amazes with its scale from a bird's-eye view and is extremely detailed down to every leaf and flower petal. This non-synthetic benchmark powered by the state-of-the art UNIGINE Engine showcases a comprehensive set of cutting-edge graphics technologies with a dynamic environment and fully interactive modes available to the end user. Music by: 🤍
В лекции, открывшей UNIGINE Open Air 2023, Ден Шергин, директор UNIGINE, вещает о том, как устроены игры и кто их делает, разбирает этапы разработки и бюджет, говорит о типичных заблуждениях, отвечает на вопрос, почему не все игры становятся успешными, показывает индустрию в цифрах и рассказывает, как начать делать игры и почему это стоит делать именно сейчас.
#unigine #blender #geometrynodes A WIP editor plugin that can handle a live link with Blender back-end and get parameters and the result of Geometry Nodes tools. Essentially, it's a way to create custom tools for geometry. Check out the first prototype and samples available on the project's GitHub page: 🤍 I'm going to post updates here: 🤍
Flight simulator (firefighting amphibious aircraft): - Powered by UNIGINE 2 Sim: 🤍 - 4320x2560 🤍 60 Hz - 3 visual channels (single GTX 1080 + Barco F70-4K6 projector) - 3000x2000 mm cylindrical screen (120 degrees) - 1 thermal sensor channel - Instruments panel - CIGI host - Nothern California visual database 462x357 km - 200 km visibility distance - Training missions on wildfire firefighting
Automatic LOD Generation is now available right in the UnigineEditor, saving you a lot of time cause now you don't have to prepare levels of detail manually in some third-party software. You specify the number of LODs for your high-poly model, choose the degree of geometry simplification for each of them (Target Polycount), and set some other parameters, including visibility and fade distances - the Engine will do the rest, generating all LODs automatically using the specified settings.
This eco-friendly house called "Fox Hole" is designed by SREDA studio (Saint-Petersburg): 🤍 (architects: Evgeniy Logvinov, Alexey Teterkin). The real-time 3D visualization is made by UNIGINE art studio, powered by UNIGINE 2 Engine. You can download this project and walk through it on desktop and in VR for free. It comes as a demo for UNIGINE SDK: 🤍 The architecture of the house is very eco-friendly: - “Passive house” approach (additional heat insulation for all surfaces, efficient use of the Sun lighting) - Air recuperation system - Two layers: cold (storage, utility space) and warm (living space) - Low shadowing of the land lot - Even warmer in the wintertime due to the snow cap - More efficient use of space (the roof is a garden/flower bed) The interactive demo lets you walk through every room, interact with objects. To see the engineering solutions, you can switch to the x-ray overview mode. Do you need customization? - There is a paint tool to change the decoration of the interior. Wondering if your favorite sofa fits into a room? - Try the virtual laser measurement tape. There is also a nice forest to explore outside the house! Oh, and you can experience all of this in a VR headset, too! #madewithunigine #unigine #archviz #realtime
G_A_S(The Game) Unigine 2.13 Demo Hello everybody! I haven't had any news about this project for a long time. So the fact is that now there is a search\gathering of the team in order to continue working on the project closer to the summer. = Привет всем! От меня давно не было новостей по поводу данного проекта. Так вот дело в том что сейчас идёт поиск\сбор команды дабы продолжить работу над проектом ближе к летом. 🤍 🤍 🤍 Get Unigine 🤍
Optimize the number of materials while extending visual diversity by assigning a custom texture to any Static Mesh surface! Welcome Surface Custom Texture, that's available with the 2.16 release. Instead of tweaking a set of similar materials for different surfaces, assign a unique custom texture to each surface and use a single material with the final look depending on the custom texture. You can either assign a unique texture to each surface or use the custom texture from other surfaces.