Covering Houdini, Unity, real-time 3D, photogrammetry and personal R&D. New articles are added as they're written.
Real-Time 3D
8Rendering
5Houdini
15
OpenUSD: The Universal Scene Description Standard
L-Systems and Procedural Generation
Plant Generation, Materials and Animation
Heightfield Terrains, Biomes and Vegetation
Houdini Heightfield Node Reference
Labs Growth SOP: Organic Growth Systems
Clouds, Atmosphere and Environment Lighting
TOPs and PDG: Distributed Computing
Houdini for Environments: Origins, Concepts and Contexts
Building Natural, Urban and Procedural Worlds in Houdini
A Practical Houdini-to-Karma Environment Pipeline
Houdini in Production: Trade-offs and Case Studies
Network Rendering in Houdini: HQueue, PDG and Render Farms
The Beauty of Numbers: π, φ, e and Fibonacci in Procedural Environments
Karma Deep Dive: Architecture, CPU vs XPU, and Environment Production
Unity
8
Unity HDRP Fundamentals: Setup, Interface and Assets
Unity HDRP Materials and Shaders
Unity HDRP Cinematic Lighting
Unity HDRP Advanced Rendering
Unity HDRP Environments: Terrain, Vegetation and Sky
Unity HDRP Animation, Timeline and Export
Unity Shader Graph and Reference
10 Common Unity HDRP Mistakes
Photogrammetry
4R&D
6
Procedural Lightning: A Houdini-to-Blender R&D Pipeline
Digital Environment Creation: A 30-Year History (Part 1)
Digital Environment Creation: A 30-Year History (Part 2)
Scatter Algorithms and Ecosystem Creation with the 3×3 Rule
Spiral Rock Formation: A Multi-Software Environment Workflow
Digital Morphogenesis: Turing Patterns for VFX and Audio-Reactive Art