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Breakdowns
Technical breakdowns of completed projects and systems. Covers implementation decisions, performance considerations, and production notes.


Procedural Sun Surface: UE5 HLSL Compute Shaders & Niagara R&D
An ongoing R&D breakdown of a purely procedural, physically-based sun surface plugin for UE 5.7. Explores custom HLSL, compute shaders, and stable matching in Niagara.
Pavel Zosim
May 10 min read


Houdini Procedural Explosion VFX — Systems Breakdown
How I built a layer-based procedural explosion tool in Houdini — from velocity setup and Pyro simulation to VAT export and Six Point Lighting in Unity. A breakdown of the system architecture and the thinking behind it.
Pavel Zosim
Mar 20 min read


Procedural Camera Transition with Controlled Chaos (Houdini)
Technical breakdown of a camera-driven procedural transition using controlled chaos, soft-body simulation, and spline-based velocity fields in Houdini.
Pavel Zosim
Feb 42 min read


Procedural Interior Rooms with Houdini & USD — Interior Design Pipeline Breakdown
A technical case study describing a USD-based pipeline for interior design, focused on parallel workflows, scene structure, asset reuse, and cross-DCC collaboration.
Pavel Zosim
Jan 173 min read


Procedural environment creation houdini — chapter 1
Procedural environment creation in Houdini chapter 1 focusing on asset optimization, modular scene construction, and production-ready workflows.
Pavel Zosim
Jan 29, 20255 min read


Procedural Tire Generator – Scalable System Breakdown
A production-oriented breakdown of a procedural tire generator built on real-world automotive dimensions, demonstrating stable scaling, tread logic, and sidewall systems.
Pavel Zosim
Jan 12, 20250 min read


FX Flame simulation vertex animation
In this short video, I present a quick overview of the "Camp Fire" FX creation process using Vertex Animation techniques. I used Houdini 20.5 with Sparse Fire Simulation and upres techniques for Unreal Engine 5.4 with Lumen and Unity URP/HDRP 2022.3.4. Watch as I showcase key steps, including geometry preparation, loop animation, shader creation, and particle system building for sparks, hot air convection, and burnout sticks. Like this post? ( ´◔ ω◔`) ノシ Support: Buy Me a
Pavel Zosim
Oct 9, 20241 min read
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