I created an HDA that took a spline as the input and used that to create a customizable fantasy wall. In Houdini I started with a curve2 node, since that node is editable in Unreal Engine. I smoothed the curve by converting and resampling it, and then extruded up to the user defined height to create the basic wall foundation. To create individual bricks within that shape, I used a voronoi fracture to split the mesh into rows, and then alternated the vertical fracture lines to make a traditional brick pattern. I then went over each of these newly created brick meshes in a for each loop to create the base mesh and the variable widths to give the wall a distinct fantasy feel.
I made an additional vine generator HDA to work well with this wall as the input, but it is easily applicable to any input mesh. The vine generator works by selecting points along the top of the mesh to act as the anchor, and then randomly selecting points along the surface within a certain distance from the top. I then used a find shortest path node to connect these anchor points to the randomly selected points on the mesh to create organic shapes stretching downwards. These curves then acted as the base shape to sweep geometry along for the base vine mesh, as well as acting as the attachment points for the leaves.

Game Artist
Salt Lake City | United States

I'm a Utah based Houdini artist who specializes in procedural content generation for use in creating real-time environments. I have a background in environment art, and was drawn to Houdini's procedural ability to improve environment art pipelines. I'm hoping to expand my knowledge of Houdini into other areas of expertise, such as simulations and VFX for real time applications.



COMMENTS

  • There are currently no comments

Please log in to leave a comment.