Procedural Glyphs, another method

I thought I was done with the procedural glyphs project but it occured to me there was another approach I could take and I had to give it a try. The results are a bit closer to feeling handwritten. What would be really interesting would be to develop a continuous cursive-like script with some form of punctuation.

Update: Cursive writing GET.

Article on 80 Level


I wrote an article for the game-and-vfx website 80 Level a while back, and it’s gone live. The topic is Hooke’s law as implemented in Popcorn FX (and Unity’s VFX graph.) It’s brief but has been well received, I appreciate the feedback I’ve gotten. A second article for 80.lv centered around Newton’s universal gravitation as implemented in PopcornFX (and Houdini this time) is in the works.

Vector Fields 2

While working on a release of 100+ vector fields for the Unreal community marketplace I built a few handy tools to generate vector fields from curves, surfaces etc, and to blend them with constants, noise, various forces, other vector fields and so on.

For example, here is a vector field using a spherical surface and a “pull” force to create a forcefield effect:


While this vector field uses a series of curves mixed with flow noise for a “jet exhaust” effect:

In Unreal a single cascade emitter can use these vector fields and GPU sprites to create a very broad range of looks:

So to celebrate and promote the upcoming release on the Unreal marketplace I’ve generated 10 free vector fields in .fga format for download here. Enjoy!