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Blog index

Technical notes, R&D logs, breakdowns, and lessons by Pavel Zosim.

Generated residential buildings displaying resolved facade numbers 032 and 039
NOTE-020ARTICLE
Procedural Address Resolution — From Placement Identity to World Coordinates

Deterministic building, entrance and apartment addresses from procedural placement identity, ordered relationships and preset JSON summaries in Houdini and Unreal Engine.

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Unreal Editor view of the generated courtyard at night, streetlights on and windows lit with varied interiors visible through the glass
NOTE-019ARTICLE
The Light System — Randomized and Synchronized Lighting on Generated Geometry

How lights on windows and streetlights attach to procedurally placed instances in Unreal — sockets, stable selection, a material mask, and data that survives a rebuild.

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Aerial view of the generated modular city layout in Unreal Editor
NOTE-018ARTICLE
Controlled Procedurality — How a Maze Generator Became a Level Design System

Procedural environment generation and level design in Houdini and Unreal: modular structures, prop scatter, lighting, and gameplay placement driven by authored rules.

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Large procedurally generated level cooked through the Houdini-to-Unreal typed placement bridge
RND-004BREAKDOWN
Houdini to Unreal — HISM and Blueprint Actor Routing

A typed layer over the Houdini Engine API that routes procedural placements to Blueprint Actors or named HISM components in a shared container.

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Broadcast-style render of greyhounds racing around a procedurally built stadium
RND-003BREAKDOWN
Greyhound Racing — Procedural Race Simulation

Solo R&D project: a 2,600-object stadium, sculpted greyhounds, and a Cinema 4D/Python system generating randomized, broadcast-style dog races.

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Cubemap Assembly Tool — 3D Cube preview with six loaded faces
TOOL-009TOOL
Cubemap Assembly Tool

Assemble, validate, preview, and export DirectX cubemaps — from six loose faces to a cross, strip, or DDS texture.

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Sprite Sheet Assembly Tool
TOOL-001TOOL
Sprite Sheet Assembly Tool

Arrange sequences, preview animation, optimize grids, and export game-ready PNG sheets.

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Procedural Sun Surface — UE5 HLSL Compute Shader
RND-001R&D
Procedural Sun Surface — UE5 HLSL Compute Shader

GPU-driven solar-surface R&D using compute shaders, Niagara, and Unreal Engine 5.

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Houdini viewport and node network for the soft-body camera transition: Vellum constraints on the proxy objects and the attributes that drive them
NOTE-014ARTICLE
Soft-Body Simulation of Many Objects — Controlled Chaos as a Procedural Camera Transition (Houdini)

How a Houdini camera transition simulates a large number of soft bodies: camera-frustum layout, velocity-field trajectories, Vellum, and staggered stick-and-release.

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Procedural Interiors with Houdini & USD
CASE-001CASE STUDY
Procedural Interiors with Houdini & USD

Parallel workflows, scene structure, reuse, and cross-DCC collaboration.

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FolderTree.Parser
TOOL-007TOOL
FolderTree.Parser

Document and semantically inspect real production directory structures.

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Enemy System Progress + Player/Camera Integration
NOTE-011ARTICLE
Enemy System Progress + Player/Camera Integration

Solo Game Dev Vlog. I’ve made on the modular Enemy System (attack and spawn) and the first phase of Player & Camera Integration.

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C# Variables Lesson 1 Part 2
NOTE-009ARTICLE
C# Variables Lesson 1 Part 2

C# variables lesson 1 part 2 covering advanced variable usage and practical examples. Structured introduction for beginners and technical artists.

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C# Variables Lesson 1 Part 3
NOTE-010ARTICLE
C# Variables Lesson 1 Part 3

C# variables lesson 1 part 3 covering advanced variable usage and practical examples. Structured introduction for beginners and technical artists.

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Video-to-Text Transcription Tool — Local Offline CLI Workflow
NOTE-013ARTICLE
Video-to-Text Transcription Tool — Local Offline CLI Workflow

Offline video-to-text transcription tool. Convert local video files into clean text without cloud services, subscriptions, or upload limits.

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C# Variables Lesson 1 Part 1
NOTE-008ARTICLE
C# Variables Lesson 1 Part 1

C# variables lesson 1 part 1 covering advanced variable usage and practical examples. Structured introduction for beginners and technical artists.

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From File to Pixel · Part 05: The Engine
NOTE-005ARTICLE
From File to Pixel · Part 05: The Engine

Forward and deferred rendering across Unity URP, HDRP, and Unreal Engine.

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From File to Pixel · Part 04: The Shader
NOTE-004ARTICLE
From File to Pixel · Part 04: The Shader

Shader compilation, instancing, compute work, and runtime execution.

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From File to Pixel · Part 03: The Data
NOTE-003ARTICLE
From File to Pixel · Part 03: The Data

Alignment, packing, CPU–GPU transfer, and the cost of data representation.

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From File to Pixel · Part 02: The Pipeline
NOTE-002ARTICLE
From File to Pixel · Part 02: The Pipeline

How authored data becomes commands, buffers, and work for the graphics pipeline.

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From File to Pixel · Part 01: The Machine
NOTE-001ARTICLE
From File to Pixel · Part 01: The Machine

CPU, GPU, memory, draw calls, and the hardware path behind a rendered frame.

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A Unified Guide to Shaders
NOTE-006GUIDE
A Unified Guide to Shaders

A technical-art overview of shader concepts and practical rendering use.

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Compute Shaders in Unity — Introduction
NOTE-007LESSON
Compute Shaders in Unity — Introduction

Foundational compute-shader concepts and their use inside Unity.

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Technical Art Coordinate Transformation Systems
NOTE-016ARTICLE
Technical Art Coordinate Transformation Systems

A practical technical-art guide to coordinate spaces, transformation order, vector operations, and stable 3D rotations.

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JackPressed Image Tool
TOOL-008TOOL
JackPressed Image Tool

Batch image compression and resizing for production delivery.

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Low-Poly Dumpster
ASSET-001ASSET
Low-Poly Dumpster

Low-poly dumpster with clean geometry and UV-mapped textures for real-time urban environments.

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Houdini viewport: a terrain with red and green zones and curved road lines, converted from a heightfield to a dense mesh
NOTE-015ARTICLE
Procedural Environment Creation in Houdini, Chapter 1 — Low-Poly Terrain, Road, and Splat Maps for Unity

Low-poly terrain and road in Houdini for Unity: road alignment, per-zone remeshing, splat map baking, two UV sets, and a wrapped tile atlas shader.

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Modular Market Shelf
ASSET-002ASSET
Modular Market Shelf

High-detail modular market shelf asset for retail visualization, rendering, and reusable scene layouts.

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Low-Poly Piggy Bank 3D Model
ASSET-003ASSET
Low-Poly Piggy Bank 3D Model

Piggy bank asset with low- and mid-poly variants for games, VR/AR, rendering, and visualization.

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Low-poly slot machine 3d model
ASSET-004ASSET
Low Poly Slot Machine 3D Model

Game-ready low-poly slot machine with a mechanical rig, spinning animation, clean UVs, and PBR textures.

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Water Cooler 3D Model
ASSET-005ASSET
Water Cooler 3D Model

Low-poly water cooler with clean geometry, UV-mapped textures, and FBX/Cinema 4D delivery for real-time scenes.

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Houdini Procedural Explosion VFX
RND-002BREAKDOWN
Houdini Procedural Explosion VFX

Layer architecture, Pyro simulation, VAT export, and real-time lighting.

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NO PREVIEW
NOTE-012ARTICLE
FX Flame simulation vertex animation

FX flame simulation vertex animation using Houdini VAT workflow for Unreal Engine and Unity real-time pipelines.

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Procedural Skeleton Generator
TOOL-005TOOL
Procedural Skeleton Generator

Generate reusable rig-bone structures from procedural Houdini geometry.

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Houdini Folder-Based File Importer
TOOL-002TOOL
Houdini Folder-Based File Importer

Directory-driven geometry import and repeatable Houdini scene assembly.

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Procedural Tire Generator
TOOL-006TOOL
Procedural Tire Generator

Parametric tire construction, tread systems, and reusable Houdini workflows.

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NO PREVIEW
TOOL-003TOOL
Houdini Material Path Manager

Build and maintain shop_materialpath values from structured string attributes.

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Houdini scene with the After Effects exporter node and its parameters: file path, composition settings, and camera list
TOOL-004TOOL
Houdini to After Effects Data Export

Structured camera, object, and animation transfer from Houdini into After Effects.

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Unity ShaderLab Cheatsheet — Fundamentals & Properties
REF-001REFERENCE
Unity ShaderLab Cheatsheet — Fundamentals & Properties

ShaderLab fundamentals: file anatomy, CG and HLSL execution, shader identity, Properties syntax, data types, and Inspector drawers.

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Unity ShaderLab Cheatsheet — Tags & Render States
REF-002REFERENCE
Unity ShaderLab Cheatsheet — Tags & Render States

A practical ShaderLab reference for SubShader tags, render queues, blending, AlphaToMask, and ColorMask across Unity pipelines.

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Unity ShaderLab Cheatsheet — Depth, Stencil & Passes
REF-003REFERENCE
Unity ShaderLab Cheatsheet — Depth, Stencil & Passes

ShaderLab depth and visibility controls: Cull, ZWrite, ZTest, stencil masking, render order, and multi-pass rendering.

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Unity ShaderLab Cheatsheet — HLSL, Pipelines & Optimization
REF-004REFERENCE
Unity ShaderLab Cheatsheet — HLSL, Pipelines & Optimization

Unity shader program architecture: HLSL stages, semantics, precision, intrinsic functions, render pipelines, optimization, and adaptation.

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