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Orson Favrel

@ofavrel.bsky.social
1.2K followers 97 following 52 posts

Senior VFX Tech Artist #unity3d working on #vfxgraph. Previously: Lead VFX Artist #Dontnod, #ReadyatDawn.

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Orson Favrel @ofavrel.bsky.social · 26/07/2026
CriTickal Heat, our #GMTK2026 entry is live ! A steampunk rhythm game where you keep the Great Furnace running. #madeingodot with Squix, Itooh, @julienju2pom, Willy and a lot of coffee. Play it here 👇 squixreal.itch.io/critickal-heat #indiedev
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Orson Favrel @ofavrel.bsky.social · 17/06/2025
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
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Orson Favrel @ofavrel.bsky.social · 25/11/2024
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.😁
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Orson Favrel @ofavrel.bsky.social · 19/11/2024
Four games I've worked on:
Banishers: Ghost of New Eden, cover artRemember Me, cover artLife is strange 2 cover artThe Order 1886 cover art
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Orson Favrel @ofavrel.bsky.social · 18/11/2024
"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! 🎥👇"
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Orson Favrel @ofavrel.bsky.social · 30/10/2024
it's #halloween 👻!!! Show me your scary #VFX 🎃. Here's a not-so-old #wip made in #unity3d with #vfxGraph.
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Orson Favrel @ofavrel.bsky.social · 29/10/2024
All the Pyro simulation has been made in #Houdini and were exported using a 6-way exporter for #VFXGraph.
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Orson Favrel @ofavrel.bsky.social · 29/10/2024
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.
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Orson Favrel @ofavrel.bsky.social · 29/10/2024
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.
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Orson Favrel @ofavrel.bsky.social · 29/10/2024
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.
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Orson Favrel @ofavrel.bsky.social · 29/10/2024
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.
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Orson Favrel @ofavrel.bsky.social · 29/10/2024
"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.
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Orson Favrel @ofavrel.bsky.social · 29/10/2024
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.
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Orson Favrel @ofavrel.bsky.social · 29/10/2024
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.
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Orson Favrel @ofavrel.bsky.social · 29/10/2024
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.
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Orson Favrel @ofavrel.bsky.social · 29/10/2024
Alright, let's jump in #unity to talk about the #VFXGraph explosion.
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Orson Favrel @ofavrel.bsky.social · 29/10/2024
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."
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Orson Favrel @ofavrel.bsky.social · 29/10/2024
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.
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Orson Favrel @ofavrel.bsky.social · 29/10/2024
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.
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Orson Favrel @ofavrel.bsky.social · 29/10/2024
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.
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Orson Favrel @ofavrel.bsky.social · 29/10/2024
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.
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Orson Favrel @ofavrel.bsky.social · 29/10/2024
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.
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Orson Favrel @ofavrel.bsky.social · 29/10/2024
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.
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Orson Favrel @ofavrel.bsky.social · 29/10/2024
The environment #VFX layers.
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Orson Favrel @ofavrel.bsky.social · 29/10/2024
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.
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Orson Favrel @ofavrel.bsky.social · 29/10/2024
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.
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Orson Favrel @ofavrel.bsky.social · 28/10/2024
Morning☀️My Name is Orson Favrel, and I'm a VFX/Tech Artist working at #unity3d with the #vfxgraph team. In the past, I've worked as a VFX Artist at #readyatdawn and #Dontnod on games: #TheOrder1886, #RememberMe, #LifeisStrange 1 & 2, #Vampyr or #Banisher. I can't wait to discover the community. 😀
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Orson Favrel @ofavrel.bsky.social · 24/10/2024
A simple Position based VFX without velocity.
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Orson Favrel @ofavrel.bsky.social · 24/10/2024
And #Unity6 computed source code that should work without the need of Velocity.
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Orson Favrel @ofavrel.bsky.social · 24/10/2024
This is 2022 LTS version which needs a velocity
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Orson Favrel @ofavrel.bsky.social · 24/10/2024
To check what going on under the hood, you can enable the “Show Additional Debug Info” in the VFX Graph preferences. This will let you see the computed source code (HLSL) when selecting a block.
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