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In game development it’s a common workflow to 'block out' an environment with simple low resolution geometry, then later go an upres that geometry.
The building generator can accellerate that workflow by importing the low res buildings, slice buildings into floors, identify regions for corners and ledges, and replace those identified sections with high resolution 'modules'.
Color each floor as visulisation aid.
Full Floor Height
Height of floor in Houdini units.
Seed used to control randimisation functions.
Enable simple extruded ledges, in place of user created ledges.
Facade Module Pattern
Name of module to use as main 'wall' unit.
Enable bottom ledge corners.
Concave Corner Module
Bottom ledge corner module to use for 'outward' facing corners, the more common use case.
Convex Corner Module
Bottm ledge corner module to use for 'inward' facing corners.
Enable ledges across top of floor.
Height in Houdini units for the bottom ledge.
Module name to use for bottom ledge.
Module to use in the gap between primary module and corner module.
Number of floor overrides that are defined.
Floor index to override, 0 being the ground floor.
Height for this floor override.