Huw Bowles (@hdb1) profile picture

Procedural@Epic

Brighton, England
Joined June 2011
Photo by Huw Bowles (@hdb1)Photo by Huw Bowles (@hdb1)Photo by Huw Bowles (@hdb1)Photo by Huw Bowles (@hdb1)Photo by Huw Bowles (@hdb1)Photo by Huw Bowles (@hdb1)Photo by Huw Bowles (@hdb1)Photo by Huw Bowles (@hdb1)
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
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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
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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
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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
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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
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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
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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…
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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…
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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 1/9
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If one were to simply compute a tangent frame from the vector field and use this to compute UVs, extreme distortion and high frequency badness occurs. This example also indicates the very bad quality of this underlying vector field, which this trick is robust to. 2/9
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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
Having a somewhat accurate ambient occlusion term (Beer Shadow Map from straight above) really makes for cozy cloud interiors ☁️🌥️☁️
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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!
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I wrote some words about implementing spring dynamics ➿, prob obvious to some but maybe helpful for others! huwbowles.com/spring-dynamic…
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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
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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!
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