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Feeling very proud to have contributed towards the new Procedural Content Generation Framework that will enter Experimental release in UE 5.2 <3
.@UnrealEngine 5.2 preview is now available. Check out the new Substrate material system, procedural tools, and more.
Details: 80.lv/articles/unreal-engine…
#unrealengine #UE5 #gamedev #indiedev #3dart #GDC2023 #GDC23
This is really cool and also dovetails nicely with @amathlog 's 4th tutorial video which deep dives on Spline usage in PCG:
youtube.com/watch?v=IE9Evj5s…
In @UnrealEngine 5.2 you can combine the new Scriptable Tools Mode with PCG for easy custom biome tools specific to the project you're making. I knocked this tool together in about 5 minutes and I'm really keen to see what others do in combining them! #UETips
So cool to see PCG used in such a fantastic project 😍
The new video is released! A big thank you to @TheNerdforge, VJUS, and VP Nordic for the collab!
youtu.be/_w3B0lH2GwM
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@freetimecoder has released an example project containing the content from his UE5.2 PCG tutorial series on YT 🙌 . Overview vid: youtu.be/0F9PYdVG_hA
Beautiful!
Having a ton of fun using @UnrealEngine 5.2 and its new PCG Framework ! Not for nature but for interiors this time. #UnrealEngine5 #procedural
In Ep3 of his PCG tutorial series @amathlog covers more key concepts and workflows, including using our Geometry Script interop to sample points on a mesh asset, and creating reusable subgraphs, plus much more!
YT: youtube.com/watch?v=ZXh6oesG…
#UnrealEngine #procedural
Our next Procedural Content Generation plugin tutorial is in progress 🚀. In the meantime check out FreetimeCoder's YT videos covering the tricks they used to build this procedural jungle oasis youtu.be/BqPhdQOweqU
ICYMI: @amathlog posted part 2 of his UE5.2 Procedural Content Generation plugin tutorial series, covering how to solve overlaps between placed assets, and also uses our profiling tools to identify and fix a perf issue! Full video: youtube.com/watch?v=LyPK7MZT…
My colleague on the procedural team @amathlog is making tutorials covering the fundamentals of the new PCG plugin in UE5.2, first installment here! youtube.com/watch?v=hjk9308S…
I want to share a handy trick I found for efficiently mapping a 2D texture to arbitrary 2D direction fields, which I call Bracketing.
It looks like the attached. The UVs used for the texture are aligned to the vector field.
Interactive shader+docs: shadertoy.com/view/NddcDr
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This incredible application of our structured volume sampling technique is driving a bunch of interest in our work ♥️ so I updated the documentation and fleshed out the code comments on our reference implementation here: github.com/huwb/volsample
Hi followers, sorry for never tweeting! 🙂 If you followed me for water i've created @crest_ocean for this and will be sharing community content and news/updates from there. Thanks!
I wrote some words about implementing spring dynamics ➿, prob obvious to some but maybe helpful for others! huwbowles.com/spring-dynamic…
Stable Flow: Simple extension to flow/rolling texture sample shaders - vary time offset to reducing pulsing/blurring appearance. Left normal, right Stable Flow. MIT code: shadertoy.com/view/4tKGzc
Pretty niche but i wrote about methodology&tools ive learned to fix jitter issues in games. Hope it helps someone! github.com/huwb/jitternator
RIP, Disney Infinity, And Thank You kotaku.com/rip-disney-infini… via @kotaku
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Some great and fast original planet rendering research from Gobo intern @CGIllation github.com/Illation/PlanetRe…
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Replying to @Respawn
@Respawn #Titanfall2 looks and plays really fantastic, i loved the variety in the campaign, super impressive work!
#unity3d + collideable quads + Physics.Raycast + Texture GetPixels/SetPixels == tiny GI renderer! simplistic and slow but fun to play with!







