Mantis robot designed and modeled by mhattaran
mhattaran.artstation.com
Mantis robot designed and modeled by mhattaran
mhattaran.artstation.com
Having fun diving into UE Control Rig lately.
Epicβs new resources pushed me to explore more, especially physics and runtime animation.
#UE5 #TechAnim #Robot #gamedev #ControlRig
Github:
github.com/proceduralit...
Fab:
www.fab.com/listings/777...
Iβve also written a brief document explaining the PCG graphs
github.com/proceduralit...
Finished my GPU-driven PCG mandala generator in UE.
The tool builds patterns using two approaches:
UV-Based: converts UV space into polar coordinates and samples patterns.
Point-Based: generates target points directly in polar space and uses them to copy and place patterns.
#TechArt #UE #PCG #HLSL
Generating mandala patterns is my next PCG experiment.
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
Stylized Rocks
www.fab.com/listings/b25...
Robo Cannon
www.fab.com/listings/919...
Started a new challenge in my free time, a kind of devlog journey around this spider mech character.
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
Nanite Assemblies in UE5.7 let you reference thousands of meshes in a single Nanite StaticMesh.
I think it unlocks a new level of procedural content generation.
In this test, ~5,000 meshes became one asset, small file size, great performance!
#TechArt #PCG #UE5
I wrote a brief document about the tool, which you can find here:
github.com/proceduralit...
Download links on Fab & GitHub:
github.com/proceduralit...
www.fab.com/listings/777...
I hope itβs useful for anyone exploring procedural workflows in Unreal Engine!
#UE5 #PCG #TechArt #Gamedev
This is just a simple test, nothing advanced, more of a first look to understand how it works. Iβve shared the project on GitHub in case anyone else wants to try it out or build on it.
github.com/proceduralit...
Iβve been playing around with the new GPU Texture node in Unreal Engineβs PCG system. It lets you sample texture data on the GPU. Super handy and full of potential!
#UE5 #PCG #HLSL #GPU #TechArt
I first calculated the edge of the previous book.
Then used a sphere-line intersection algorithm to find a hit point.
Finally, I measured the angle between the initial upright state and that hit point.
The final transform applies a rotation around a dynamic pivot point based on the lean direction.
Procedurally generating a row of books in Unreal Engine using PCG is fairly straightforward, but handling gaps and calculating lean angles was a fun challenge I explored in my free time.
Books 3D Model:
www.cgtrader.com/free-3d-mode...
New update of my StatWatch plugin!
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
New update on my WIP Ivy Generator
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
StatWatch is a Centralized Command Hub for Performance Analysis.
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
Added some new features to my UE Ivy Generator:
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
Some resources that helped me along the way:
medium.com/@jason.webb/...
algorithmicbotany.org/papers/colon...
Implementing the Space Colonization Algorithm in Unreal Engine PCG has been an exciting challenge to tackle in my free time.
PCG generates the branch points, which are then sent to a blueprint to create branch meshes using spline mesh.
#UE5 #PCG #ProceduralArt #TechArt