NokiMo
Leaves Arts
Leaves Arts

fanbox


Technology

Our 32-bit technology arose from various forks. To begin with, the engine was originally developed for Military Simulations in the early 2000's

The Graphics Improvements was created step by step by a russian graphics engineer using shadingsystems from scratch and some Nvidia technologys like HBAO+, PhysX, Hairworks and more.


This technology works like a game in realtime and we dont use any progams like Max, Maya, Blender or Cinema 4D to render our movies.

The entire program is rendering in high-performance realtime using DirectX 11. This technology makes it possible to work in realtime with the final graphics, without to render the image in long cycles. This also makes it possible to make long movies in short time!



We still have some trouble with lighting-, eyes- and clothing-clipping, but our technology will improve in the future.


In terms of hardware we use mid-range Windows 11 based Xeon-Workstations with ECC-Ram and Nvidia's Turing-Architecture with Studio Drivers.

Technology

Comments

thank you interesting

riorita

i will release the teasers soon. i have a strict plan and that need some time to fulfill it. 4 movies are in work now.

What kind of projects working on for fan base was going to sign up wish post pic or teaser of upcoming works

you both are right :) The programm i use is called Granny 3D Studio and its a fork of The Klub 17 which is also a fork of 3D SexVilla 2 Everlust, a Sex Simulation Game with Animation Editor and Sequencer.

If it's from a unique instance of process aside from another engine, then it is, by definition a program "The entire program is rendering in high-performance realtime using DirectX 11"

This is not a program, he is explaining the method used in creations

are you going to license this program out?


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