Mohsen

@mohsen-t.bsky.social

Technical Artist at Splash Damage

Finished my GPU-driven PCG mandala generator in UE. The tool builds patterns using two approaches: UV-Based: converts UV space into polar coordinates and samples patterns. Point-Based: generates target points directly in polar space and uses them to copy and place patterns. #TechArt #UE #PCG #HLSL

Generating mandala patterns is my next PCG experiment. A custom HLSL node converts UVs to polar space and samples the texture. Each pattern can also be masked using RGBA and used to scatter different static meshes based on those masks. Still WIP, but getting close! #UE5 #PCG #Mandala #HLSL #TechArt

Nanite Assemblies in UE5.7 let you reference thousands of meshes in a single Nanite StaticMesh. I think it unlocks a new level of procedural content generation. In this test, ~5,000 meshes became one asset, small file size, great performance! #TechArt #PCG #UE5

New update of my StatWatch plugin! Updates: - ShowFlag commands to toggle the visibility of specific rendering features - Custom input commands for fine-tuning engine settings - Color-coded buttons for better usability Still a work in progress but getting closer to something solid! #UE5 #Tech-Art

StatWatch is a Centralized Command Hub for Performance Analysis. So far, I've built a library of commonly used STATs, but I already have more ideas in the pipeline. It's fully data-driven, so users can easily add, manage, or categorize commands without touching the code or blueprint. #UE5 #Tech-Art