Caden
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cadenfps.bsky.social
Caden
@cadenfps.bsky.social
August 24, 2025 at 11:13 PM
August 14, 2025 at 2:06 PM
Work in progress -
Modular pieces for a destroyed building / ruins environment.

#Houdini #UnrealEngine #UE5 #GameDev #EnvironmentArt
August 14, 2025 at 2:06 PM
✨Procedural texturing magic✨ directly inside of @unrealengine.bsky.social – powered by the Substance plugin, texture collections, custom primitive data, and mesh painting! 🧵

#unrealengine5 #ue5 #nanite #texturing #proceduralart #madewithsubstance #substance3d #techart #technicalart #3d
April 10, 2025 at 9:11 PM
Here’s my current Material setup.

I’m also using Texture Arrays instead of standard textures.

Before launching Unreal, you’ll need to open command prompt and type this in to get Texture Collections to work.

"C:\Program Files\Epic Games\UE_5.5\Engine\Binaries\Win64\UnrealEditor.exe" -bindless
March 24, 2025 at 10:17 PM
@unrealengine.bsky.social is cooking…

You can now randomize textures on a per-instance basis while sharing a single Material Instance…

Made possible by using Custom Primitive Data and Texture Collections.

#UE5 #UnrealEngine #TechArt #TechnicalArt #Materials #Shaders
March 24, 2025 at 10:17 PM
Example Construction Script -

Now I need to find an efficient way to get all of the parameters from a material and expose them as variables without setting each one manually...🤔

#Houdini #UnrealEngine5 #HoudiniEngine #TechArt
March 14, 2025 at 3:55 PM
Adding to my previous post, you can also override material parameters if you've exposed them as variables in the Construction Script of your Blueprint.

#Houdini #UnrealEngine5 #HoudiniEngine #TechArt
March 14, 2025 at 3:55 PM
I figured out how to override a Blueprint Actor's parameters using Houdini Engine.

You just expose the variables inside of the Blueprint's Construction Script and then use the 'unreal_uproperty_*' attribute in your HDA.

www.sidefx.com/docs/houdini...

#Houdini
#UnrealEngine5
#TechnicalArt
March 14, 2025 at 3:27 AM
Preview of a tool I'm working on that uses attributes to override the parameters on a material instance in Unreal.

The HDA parameters and attributes are all dynamically created or removed based on the data in the JSON file.

🐍
#Houdini
#UnrealEngine5
#TechArt
#Python
March 13, 2025 at 7:55 PM
Experimenting with a multi-layered paint effect using Substrate. Using RGB masks, each color channel uses its own Substrate Slab.

1. Base layer —> Metal / Dielectric
2. Red mask —> Dark paint
3. Green mask —> Light paint
4. Blue mask —> (not enabled)
5. Dust/Grime —> (not enabled)
#TechArt #UE5
February 2, 2025 at 7:30 PM
The last step is just putting a point light inside the bulb mesh. I'm also utilizing an IES profile on all of the lights.

#UE5
#Substrate
#Houdini
#TechArt
January 22, 2025 at 5:46 AM
My material instance params -->

#UE5
#Substrate
#Houdini
#TechArt
January 22, 2025 at 5:43 AM
Translucent frosted glass material for the bulb.

-

This is a very simplified version of my setup for glass with substrate. The secondary roughness parameter is the key to achieving the frosted/milky glass look.

#UE5
#Substrate
#Houdini
#TechArt
January 22, 2025 at 5:43 AM
The vial model that I'm talking about -->
January 22, 2025 at 5:40 AM
If anyone is curious about how I did the lighting/glass -

This time around I used a closed mesh for the light bulb which required a few extra modeling steps compared to the glass vial model I had posted previously.

#UE5
#Substrate
#Houdini
#TechArt
January 22, 2025 at 5:39 AM
January 22, 2025 at 5:38 AM
Some work-in-progress renders

#UE5
#Substrate
#Houdini
#TechArt
January 22, 2025 at 5:36 AM
December 15, 2024 at 6:29 PM
In case it wasn't clear.
December 15, 2024 at 6:19 PM
Parameters you should enable on your master material.

#UE5 #Substrate #TechArt
December 15, 2024 at 6:02 PM
The outer glass was modeled with thickness while the inner liquid is single-sided.

Not using the two-sided option on either material btw.

#UE5 #Substrate #TechArt
December 15, 2024 at 5:58 PM
UE 5.5 + Substrate.

Glass rendered with the Path Tracer.

#UE5 #Substrate #TechArt
December 15, 2024 at 7:54 AM
My material setup for the iridescent effect in the 4th image.
November 21, 2024 at 10:30 PM
Slight adjustments
#UE5 #Substrate #Houdini
November 21, 2024 at 10:02 PM