Built a Houdini SOP that does Blender's "Minimal Stretch" UV unwrap.
Thought it'd be simple. It wasn't — there are multiple algorithms behind this, each giving a different result.
Implemented all three. Blender's is still the best, but the others slap too.
One month after release, we’re celebrating the amazing work of our art team with a brand new Art Blast for Tides of Tomorrow.
From metal platforms and corals to underwater locations, characters, and UI — discover how our artists shaped the game’s plasticpunk ocean world.
Take a look! 👇
https://t.co/Tvz9X4dc0u
cubic bezier procedural grass experiment... math from the "Procedural Grass in Ghost of Tsushima" GDC talk
code and instructions:
https://t.co/RN4UApHZGP
Excited to share our new work at CVPR 2026: Learning Convex Decomposition via Feature Fields.
We introduce the first feedforward openworld model that generates high-quality convex decomposition for any 3D shapes in seconds, enabling faster simulation.
🔗https://t.co/rfj08ZeTyP
Did you know UE5 already sends WPO Disable Distance to the GPU? One Custom Node to read it, you can do smooth fade instead of a brutal pop.
https://t.co/7z4Dd1avV0
Join us as Everything Procedural returns to Breda, Netherlands (April 7-10, 2026) as a leading conference for procedural content in games. SideFX is bringing Houdini HIVE presentations to the EPC Conference along with three hands-on IGNITE workshops covering a variety of topics.
This is your chance to meet and share knowledge with fellow artists and developers pushing the boundaries of procedural generation for games. All workshop tracks run simultaneously, so register for one track on the EPC website to secure your spot. Don't miss this opportunity to connect with the procedural community!
https://t.co/5hrFiBv5W8
#houdini #procedural #games
NeuralFur wins Best Paper Runner Up at @3DVconf. From multi-view images, we create a strand-based hair groom for animals. Unlike human hair, fur varies in length across the body parts of animals.
NeuralFur leverages a VQA approach to infer fur lengths and directions across the body and to create a furless mesh.
We then reconstruct strand-based fur geometry from multi-view images, resulting in a realistic animal model that is ready for physics-based animation in game engines like Unreal.
Code is online. Check out the project page link below.
Congratulations to @ness_pirs@bernakabadayi@AYiannakidis@gfgbec and @JustusThies!
https://t.co/Xj6MV220e0
@RohanCreates@p if this is for copernicus, @P.world will be a float3 and @P.image and @P.texture will be a float2
i've written some info about opencl on this page, though not much about cops yet
https://t.co/1lXvNVhpDE
Folks, I just made the amazing little plugin for Unreal Engine you’ve ever seen! Now you can create CUSTOM SHADING MODELS without changing ONE LINE of engine code. It’s beautiful. HUGE win for #UnrealEngine5!
#UE5#gamedev
Everything Procedural celebrates its 10th anniversary this year! SideFX is bringing Houdini HIVE presentations and three IGNITE workshops to the EPC Conference. Join fellow artists and developers April 7-10 in Breda, Netherlands!
https://t.co/5hrFiBv5W8
#houdini#procedural #games
About the Scene Uniform Buffer Extension Trick. I am the author of this tutorial. but did not INVENT this
I learned this from two sources:
- Nanite code
- Wang Mi's great presentation at Unreal Circle China
https://t.co/dYIrl1pblR
Discover how the team at @EmbarkStudios built the procedural Houdini workflows and fracturing pipelines that drive the chaotic, real-time destruction in THE FINALS. In this article, Adrian Björkerud, Technical Artist at Embark Studios, breaks down the main tool design decisions. Read the full article here:
https://t.co/Q3OS275hQh
#sidefxhoudini
This was long overdue and took wayyyyy too long to produce, but here it is.
There are still a few knowledge gaps I was hoping to fill, but I ran out of time.
📺 Watch here:
https://t.co/SmMKUmRljD