2 scenes are provided for evaluation, the 1st is the just the basic node itself , the 2nd is a much heavier scene with 7 example buildings included to showcase the possibilities and a rudementary LABS Buildings from Patterns set up to test functionality.
My workflow is to duplicate the master node, rename it and create say a door. Then duplicate a few more times and choose options for windows , corners and roof pieces etc. Then merge the created pieces using simple transforms to compose the building in Houdini. When the whole building design is complete, I then export the whole as an FBX with an auto UV enabled, texture it in substance and then import to say Unreal or whatever game engine you are using. With this system you can very quickly adjust the whole look of your building while still in Houdini and should enable quick iteration until you find the design you are looking for.
The node adds 6 placeholder materials for roof, wall, door, window frame, glass and protrusions. This will produce 6 texture sets in substance or 6 material slots when imported to Unreal.
The individual pieces can of course be exported as individual FBX files and worked up to high poly in a 3d modelling package if required. The geometry used is deliberately very basic with very few complex booleans used so this can be done reasonably quickly. The node has a built in auto UV switch which is set to off by default and should remain so unless you need UVs on the individual piece you are working on.
Any feedback or suggestions for improvement are gratefully accepted. Written using Houdini version 19.5.752.