PCG: Houdini Practice Here are some of the Procedual Model that I have created using Houdini 🔗Procedural Work In the semester project – QuestLineHoudini to Unreal Engine5Procedural wall, vine, stair, VFX mesh 🔗Procedural Level Art – City Group of 5Houdini to Unreal Engine5Procedural Cable, Utility Pole, Fence, Rail, Stack Tool 🔗Roll Tube Node-based Procedural model Attributes / Group VariationVellum hair silumationRendering and texturing on Blender 🔗Procedural city – Data Vis import 2D OSM data from OpenStreetMapzscale attribute variation on heightWrangle/Vex: Get random height based on area and noise 🔗Global Population – Data Vis import CSV data from the World Cities DatabaseWrangle/Vex: compute cartesian coordinate by latitude and longitudeadd pillar with different height based on city population 🔗Rock Generation Generate high-poly and low-poly rock from voronoi noise