Dmitry Karpukhin
@skx_doom
Unreal Engine Developer/Tech Artist. Made Sky Creator, SSFS, Blockout Tools, ProInstance Tools. My portfolio: http://dmkarpukhin.com
Decided to make a little showcase of the new features in the latest 1.40 update of Sky Creator for #UE5. Lots of videos ahead! Weather FX - Rain (updated). The rain particle material has been updated from the previous version to look more natural with support for refraction.
I'm currently testing the approach to render the occlusion shadow to texture with hardware PCF support for Sky Creator 2.0. I managed to get rid of shadow shimmering on XY axes, but no luck with Z axis so far, there is definitely a mismatch... Anyone have ideas? Feeling dumb.
This was about a year ago, doodling a little using both UDS & SSFS
🥳My 𝗚𝗮𝗺𝗲 𝗧𝗼𝗼𝗹𝘀 addon is finally complete and officially available as a Blender Extension! I spent way too much time coding it + writing a 150-page manual and over 2 hours of video tutorials. 😅 youtube.com/watch?v=hC2_rd… More detail in the🧵
🎨Full colour palette variations across three chapters of my First Love series. 🩷My vision wouldn’t have been possible without these incredible tools.Special thanks to @skx_doom for #Skycreator and @WillFaucherVFX for the #Easyfog plugin.
Happy to serve!
SSFS is my game visual glue @skx_doom god bless your heart man
The long awaited VR support for "Screen Space Fog Scattering" plugin has been finally added! Update 1.30 is now available for UE 5.3-5.6. fab.com/listings/a670a…
VR support for the "Screen Space Fog Scattering" plugin is coming. I almost figured it out. But I'm no expert at recording VR in runtime 😄
The slides from my Unreal Fest talk are now online! victorcareil.com/unreal-fest-ba…
VR support for the "Screen Space Fog Scattering" plugin is coming. I almost figured it out. But I'm no expert at recording VR in runtime 😄
"Hashtag" for(float z,d,i;i++<5e1;){vec3 p=z*normalize(FC.rgb*2.-r.xyy),a=vec3(0,.8,.6);p.z+=6.;a=abs(mix(a*dot(a,p),p,cos(t))-sin(t)*cross(a,p))-1.;z+=d=.5*length(max(min(a,a.yzx),a.zxy-2.));o.rgb+=(1.5-cos(a))/d/z;}o=tanh(o/3e1);
was looking for some slides, then stumbled upon this interesting repo/file: GPU Optimization for GameDev (md format) gist.github.com/silvesthu/505c…
CMAA2 plugin for Unreal Engine now supports 4.27 too! Update is already available.
CMAA2 plugin is released! It's a new anti-aliasing solution for #UE5 focused on providing good results while retaining the sharpness of the image at minimal execution cost. Supports Deferred/Forward renderers, Splitscreen, VR and has no ghosting artifacts. fab.com/listings/74b32…
Real-time voxelized lighting is here. H-Trace WSGI now powers our custom nature renderer and terrain. Every tree is fully interactive—you can chop or destroy them, and the lighting updates instantly
Had a fortune of traveling to Japan last week. Osaka, Kyoto, and Nara are spectacular in their own ways... But for some reason, I also really liked just riding in the train between cities, watching the passing views.

"Runner" vec3 q,p;for(float z,d,i,l;l++<3e1;z+=d,o+=.1*(vec4(4,2,1,0)-tanh(p.y+4.))*d/(1.+z)){p=z*normalize(FC.rgb*2.-r.xyy)-2.;p.xz-=t+3.;for(q=p,d=p.y,i=4e1;i>.01;i*=.2)d=max(d,min(min(q=i*.9-abs(mod(q,i+i)-i),q.y).x,q.z)),q.xz*=rotate2D(9.);}o=tanh(o*o);
The polishing of the game continues 😁 #indie #hailtotherainbow #unity #indie