A custom HLSL node converts UVs to polar space and samples the texture.
Each pattern can also be masked using RGBA and used to scatter different static meshes based on those masks.
Still WIP, but getting close!
#UE5 #PCG #Mandala #HLSL #TechArt
First step, walking procedurally! It can adapt its steps, and with custom gravity, it now sticks to surfaces and walks across any angle, even rocky, uneven ones.
#UE5 #ProceduralAnimation #GameDev
First step, walking procedurally! It can adapt its steps, and with custom gravity, it now sticks to surfaces and walks across any angle, even rocky, uneven ones.
#UE5 #ProceduralAnimation #GameDev
Books 3D Model:
www.cgtrader.com/free-3d-mode...
Books 3D Model:
www.cgtrader.com/free-3d-mode...
Updates:
- ShowFlag commands to toggle the visibility of specific rendering features
- Custom input commands for fine-tuning engine settings
- Color-coded buttons for better usability
Still a work in progress but getting closer to something solid!
#UE5 #Tech-Art
Using Geometry Scripting in Unreal, I saved branch length and spawn time into a new UV channel during StaticMesh export.
Then used that data in a custom shader to animate ivy growth over time.
#UE5 #PCG #GeometryScripting #TechnicalArt #Shader
Using Geometry Scripting in Unreal, I saved branch length and spawn time into a new UV channel during StaticMesh export.
Then used that data in a custom shader to animate ivy growth over time.
#UE5 #PCG #GeometryScripting #TechnicalArt #Shader
So far, I've built a library of commonly used STATs, but I already have more ideas in the pipeline.
It's fully data-driven, so users can easily add, manage, or categorize commands without touching the code or blueprint.
#UE5 #Tech-Art
Sub-branch generation for more natural growth
Size filtering to remove short branches
Merge & export to save ivy as a new static mesh
Still a work in progress, but getting closer!
#UE5 #PCG #Procedural #Techart
Sub-branch generation for more natural growth
Size filtering to remove short branches
Merge & export to save ivy as a new static mesh
Still a work in progress, but getting closer!
#UE5 #PCG #Procedural #Techart
PCG generates the branch points, which are then sent to a blueprint to create branch meshes using spline mesh.
#UE5 #PCG #ProceduralArt #TechArt
PCG generates the branch points, which are then sent to a blueprint to create branch meshes using spline mesh.
#UE5 #PCG #ProceduralArt #TechArt