Procedural Heartbeat – Organic HLSL in UE5

Final Composition

Player Perspective. A shot from the level editor

Player Perspective. A shot from the level editor

Cult of the Lamb - silhouette and tentacle layout reference.

Cult of the Lamb - silhouette and tentacle layout reference.

Single Tentacle with organic roots

Body Animation - Live Tweaking

Procedural Eyes - Live Tweaking

Procedural Veins - Live Tweaking

Final material - a combination of body, eyes, and veins components. All three share the same parameters to keep the system synchronized

Final material - a combination of body, eyes, and veins components. All three share the same parameters to keep the system synchronized

Procedural eye material

Procedural eye material

The project focuses on a mesh-based single procedural material of a horror tentacle. No baked textures for veins, eyes, or surface deformation - everything generated in-shader. Inspired by the eyed tentacles from Cult of the Lamb, I aimed to recreate the Ichor effect entirely in Unreal Engine using a single material.
WPO combines six animation layers: S-curl pre-bend, primary bend with lateral sway on non-rational frequency ratio for non-looping motion, asymmetric breathing pulse, tuck contraction, micro vibration, and tip falloff that keeps the spike static while the body breathes.
Veins are Voronoi-based: edge distance between two nearest cell points defines the network, with seamless cylindrical wrap, flow drift, and pulse phase traveling along the structure. Same math drives both emissive glow and vertex inflation for real surface volume.
Eyes are an SDF composite on a procedural grid - eye shape from two offset circles, vesica-piscis vertical slit pupil, hash-driven saccade and blink, per-cell variation in size, rotation, position, and phase. WPO bulge + tangent-space fake normal give true volume with smooth highlights.
A Material Parameter Collection ties everything to a single organic Heartbeat value - pupil dilation, vein intensity, and field-wide pulse all breathe in sync. Vein system carves an exclusion mask around eye zones.
The whole effect scales through parameters and works on any spherical or conical mesh - built as a reusable corruption-biome pipeline rather than a one-off asset.
Beyond the main scene, the SDF eye system was repurposed as a particle effect, and six-way lighting dust and smoke add atmospheric ambient depth.
Production pipeline: ground destruction simulated in Houdini and exported as fractured static mesh with VAT. Full scene assembled in Sequencer.

Album
Date
April 28, 2026