First steps at creating a tornado effect, inspired by Elden Ring. This post details the mesh creation in Houdini, the shader setup in UE5, and some Niagara tips. HIP included.
Read MoreA look at some of the particle systems used in the VR exploration game Sound Bender.
Read MoreA quick look at how USD Point Instancing was utilised to drastically speed up workflow and render times.
Read MoreSee some of the USD pipeline workflow, and some approaches to fracturing and RBD simulations in Houdini.
Read MoreA cheat sheet for how to analyze the performance of your game, as well as how these were used to improve our interactive experience Subaqua
Read MoreThe process of developing a prototype game over the course of 10 weeks
Read MoreCreate a controllable density map based on incoming angles, and alter the pop source node to support an increasing density map.
Read MoreCreate a custom force for each individual RBD object by creating a path of influence for them to follow.
Read MoreHigh level overview of my process for adding a mesh to a tree created by the space colonisation algorithm.
Read MoreSee how to use a for-each loop to change geometry copied to a set of given points, then apply a simple vellum sim to squish objects together.
Read MoreGrow a whole bunch of seaweed using VEX, then simulate movement with vellum.
Read MoreJust a little about me and what this blog is about.
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