Akram Kasravi - CryoGen: Native Procedural Ice Architecture

Technical Overview

CryoGen is a C++ based procedural system for Unreal Engine that generates ice geometry using surface analysis and directional growth logic. The tool combines a custom geometry generator, shader system, and optional PCG integration.

Simulation & Growth Logic

The generator evaluates surface normals, gravity, and wind direction to determine how ice forms and propagates across geometry.

• Surface-aware growth based on slope and orientation

• Icicle formation with controlled “cling” and “detach” behavior

• Directional influence using gravity and wind vectors

• Neighbor detection for interconnecting structures

• Cached seeding system for efficient iteration on high-density meshes

Procedural Geometry

CryoGen generates multiple types of ice structures in a single pass:

• Primary icicle formations

• Secondary surface drips and branching details

• Interconnecting webbing between nearby structures

• Floor interaction (stalagmites and accumulation mounds)

• Organic “cauliflower” formations for dense ice buildup

Artist Controls

The system provides direct artistic control through Unreal Engine workflows:

• Vertex paint heatmaps for localized control

• Adjustable parameters for thickness, length, and density

• Multiple seeding modes (surface, overhang, volumetric)

• Preset system for saving and reusing configurations

Shader & Rendering

CryoGen includes an optimized ice shader designed to simulate translucency without using Unreal’s expensive translucent pipeline.

• “Fake translucency” using opaque/masked materials

• Support for clear and aged ice appearance

• Distance-aware optimization for performance

• Mask outputs for snow, frost, and surface variation

Production Workflow

CryoGen is designed for real-time iteration and production use:

• Dynamic preview using procedural meshes

• Bake to Static Mesh for final assets

• Nanite-compatible output

• Optional PCG integration for large-scale environments

What's Included

  • BP_CryoGen: The core Blueprint actor containing all the procedural logic and easy-to-use parameters.

  • 1 Master Materials & Instances: A set of feature-rich, highly customizable materials to get you started, including Aged Ice and Melted Ice presets.

  • Showcase Level: A clean, organized demo map with multiple examples to learn from.

  • Detailed PDF Documentation: A comprehensive user guide covering installation, a quick-start tutorial, and a full breakdown of every parameter.
    Includes high-quality HDRIs and textures sourced from Poly Haven.

Important Requirements & Limitations

  • Please note: This is a C++ based plugin and is NOT compatible with Unreal Editor for Fortnite (UEFN).

  • Visual Fidelity Requirements: The included example level is built using Lumen Global Illumination and Hardware Ray Tracing to achieve the quality seen in the promotional media. For best results, your project should have these features enabled in your Project Settings.

    • Lumen requires "Extend default luminance range", which is the standard default in modern UE versions.

    Youtube
    Documentation

hi, in latest UE 5.7 the master material is giving several errors because of missing parameter collections! Could you lease fix that, of course the textures/materials are not showing up because of that.

Hi, thanks for reporting this.

It looks like the MPC_GlobalWeather wasn’t included correctly in the current 5.7 build on Fab, which is why the materials are throwing errors.I’ll push a fix shortly.
In the meantime, if you need it urgently, feel free to contact me directly at contact.arvomis@gmail.com and I can send you the missing file.

Really appreciate you pointing this out

1 Like

Is it possible to have this being applied in runtime and updated trough out game play? As in more the time passes more there are ice growing.