PCG: Houdini Practice

Here are some of the Procedual Model that I have created using Houdini

🔗Procedural Work

  • In the semester project – QuestLine
  • Houdini to  Unreal Engine5
  • Procedural wall, vine, stair, VFX mesh

🔗Procedural Level Art – City

  • Group of 5
  • Houdini to  Unreal Engine5
  • Procedural Cable, Utility Pole, Fence, Rail, Stack Tool
  • Node-based Procedural model  
  • Attributes / Group Variation
  • Vellum hair silumation
  • Rendering and texturing on Blender
  • import 2D OSM data from OpenStreetMap
  • zscale attribute variation on height
  • Wrangle/Vex: Get random height based on area and noise
  • import CSV data from the World Cities Database
  • Wrangle/Vex: compute cartesian coordinate by latitude and longitude
  • add pillar with different height based on city population
  • Generate high-poly and low-poly rock from voronoi noise