This is a Houdini HDA that creates a custom picture frame with parameters to control the style and size of the frame. For the style of the frame, I created a fully procedural simple and complex frame based off of references. The simple frame has controls that adjust the sharpness of the outer edges, which I achieved through creating a curve at the desired angle, and then resampling to convert it back to geometry that I could then input into a sweep node. Procedurally creating the complex frame was more challenging because of the number of elements I wanted the user to have control over. The user would have the ability to control the width of both the outer and the inner decorative trim, and because of that I set up VEX code to check for overlaps in the geometry and resetting the position of overlapping points. I set up similar code snippets to make sure the trim wouldn't be wider than the frame, and that the lowest points on the frame would still be a set distance above the mat and the backing.
In addition to my procedural styles, I also set up an option for a user inputted frame design, which would take a geometry input from within Unreal and sweep it in such a way that it would still adhere to the user defined scale parameters. This allowed my tool to be even more versatile than I initially considered, since I was able to use the basic functionality to not just create frames but custom wall trims, mirrors, and chalk boards. My final environment ended up using the frame generator to create around 30 unique assets, with each asset only requiring a few minutes at most to create.
One aspect of the HDA itself I'm most proud of is the Python-scripted drop down menu that allows the user to simply select from a long list of default frame sizes, in addition to custom scaling. There is also an option to hard set the orientation of the mesh as portrait or landscape, to make the UV direction consistent across multiple assets which was useful for me as I was using a shared atlas for all my pictures.

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.