
Verified WIP Media
Media
Browse production captures from the actual AMazeIn project. Every item has a traceable source, capture date, and focused detail view.
5 captures
Worldbuilding


First procedural maze test in Unreal
An early maze-scale check proves the wall and corner kit can repeat across a larger layout before dressing begins.Verified production capture
Unreal edge scatter preview
A current maze preview showing stone walls, water, grass, and edge-driven plant scatter being checked together in engine.Verified production capture
Textured dry-stone wall module
Houdini viewport output from the procedural stone-wall WIP.Verified production capture
Stone pillar test piece
Companion modular pillar from the same WIP asset set.Verified production capture15 captures
Houdini

Placed-points wall and corner rethink
Colour-coded wall, corner, and path zones feed explicit adjustable geometry, collision, floor, scatter, and ivy outputs.Verified production capture
Outer edge group setup
Houdini starts the vegetation pass by extracting the outer maze edges that drive the first scatter branch.Verified production capture
Inner and outer scatter split
Separate branches let inner and outer maze edges be exported independently for different plant density and scale rules.Verified production capture
Distance-based density pass
A distance-from-edge attribute controls how strongly points collect near the maze boundary before randomisation is applied.Verified production capture
Noise and orientation cleanup
Noise, orientation, and scale attributes are added before cleanup so the scatter can move toward Unreal-ready exports.Verified production capture
Edge plants export path
The Houdini graph separates edge and inner plant outputs so the Unreal side can test the scatter without rebuilding the logic by hand.Verified production capture
Distance from edge before tuning
The first version kept scatter points tightly on the maze outline, exposing where the push and falloff controls needed refinement.Verified production capture
Distance from edge after tuning
The adjusted VEX pass pushes points away from the edge using a falloff ramp, making the scatter read less like a hard line.Verified production capture
Stone wall connectivity groups
Houdini viewport capture using connectivity colours to isolate wall sections for later variation.Verified production capture
For-each UV layout pass
The wall is split into pieces, auto-unwrapped, then packed back together for more consistent UV results.Verified production capture
Attribute-driven mask setup
Curvature, ambient occlusion, slope, and transferred stone attributes start becoming masks for surface variation.Verified production capture
COPs packed mask output
A COPs pass samples the packed attributes so Unreal can use the result for moss, snow, dirt, and variation masks.Verified production capture
Houdini node setup
Production graph and viewport screenshot from the stone-wall asset setup.Verified production capture
COPs texture setup
Houdini COPs work for stone-wall texture processing.Verified production capture
UV and layout test
UV/material layout evidence from the procedural wall pipeline.Verified production capture5 captures
Materials

Two-sided foliage master
The foliage master material keeps virtual texture inputs, ARO masks, WPO controls, and two-sided foliage shading visible in one graph.Verified production capture
Grass material instance check
A grass material instance is used to check texture slots and tuning controls before foliage assets are migrated more broadly.Verified production capture
Grass static mesh preview
A static mesh preview checks grass card density, Nanite stats, and the look of the migrated vegetation material in isolation.Verified production capture
Unreal material master network
The current Unreal material graph prepared to read shared texture maps and packed masks.Verified production capture
Stone dyke diffuse output
Texture output from the Houdini composition pass.Verified production capture4 captures
Systems

HubDoor blockout graph
Early procedural thinking for the hub door kit: frame pieces, portal opening, floor pad, and merge outputs.Verified production capture
HubDoor edge damage pass
A first roughening pass adds worn edges and surface breakup before the material mask work is refined.Verified production capture
HubDoor slope mask preview
A mask preview identifying exposed upper surfaces and edge zones for later material blending.Verified production capture