For this unit, we were challenged to create something or explore something new in the VFX industry. I chose to develop a Houdini Digital Asset (HDAs), building on my procedural terrarium project from FX Year 2.
My goal was to create a versatile, easy-to-use tool that could generate buildings along any user-drawn curve making it simple to learn, flexible, and adaptable for multiple styles.
The interface was a major focus and is designed to be flexible, theoretically infinite, and serves as a foundation for creating fully usable geometry quickly.
The project was a major learning experience, the results aren't flashy or fancy in terms of modelling but it gave me a deeper understanding of Houdini’s interface, HDA workflows, and procedural design.
Key features of the tool include:
Procedural building generation along a user-defined spline
Interior layouts and walls driven by the same spline
Section-based placement for doors, windows, and furniture
Independent scaling and movement of interior assets
Roof generation and room extensions in multiple directions
Randomized interior mesh spawns
Clean, user-friendly menu system with soft limits to prevent overload
Export-ready UV’d geometry for quick texturing in Substance
Tool developed in Houdini 20
(Model assets acquired online)
Contribution - All