Blog index
Technical notes, R&D logs, breakdowns, and lessons by Pavel Zosim.
Blog index
42 RECORDS
Deterministic building, entrance and apartment addresses from procedural placement identity, ordered relationships and preset JSON summaries in Houdini and Unreal Engine.

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.

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

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

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

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

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

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

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

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

Document and semantically inspect real production directory structures.

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

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

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

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

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

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

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

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

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

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

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

Foundational compute-shader concepts and their use inside Unity.

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

Batch image compression and resizing for production delivery.

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

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.

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

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

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

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

Layer architecture, Pyro simulation, VAT export, and real-time lighting.
FX flame simulation vertex animation using Houdini VAT workflow for Unreal Engine and Unity real-time pipelines.

Generate reusable rig-bone structures from procedural Houdini geometry.

Directory-driven geometry import and repeatable Houdini scene assembly.

Parametric tire construction, tread systems, and reusable Houdini workflows.
Build and maintain shop_materialpath values from structured string attributes.
Structured camera, object, and animation transfer from Houdini into After Effects.

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

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

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

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