This project demonstrates a hybrid procedural pipeline designed to solve complex, non-orthogonal building corner topology in Unreal Engine 5. By combining UE5's PCG framework for live layout with a background Houdini Digital Asset (HDA) for topology processing, the system generates airtight, production-ready Static Meshes optimized for Lumen global illumination.

Key Features & Pipeline Architecture
- Hybrid Layout & Boolean Processing: UE5 PCG ingests custom spline overrides to place initial wall modules. Behind the scenes, the geometry passes to Houdini Engine where a Boolean Union melts overlapping wall segments into a continuous, manifold shell.
- Procedural Beveling & UV Relaxation: Sharp intersection edges are isolated automatically via VEX primitives filtering to apply PolyBevel pass with artist-exposed radius controls. Newly generated bevel caps undergo automated planar UV mapping and relaxation to eliminate texture stretching across corner transitions.
- Lumen Validation: Enforces minimum volume thickness (≥25cm) and closed-manifold geometry, ensuring zero interior light leaks and clean 6-axis Lumen Mesh Card coverage.

Developer
Amsterdam | Netherlands

Houdini TD || Technical Artist --- I am a hybrid Technical Project Manager, Production Manager, and Houdini TD with over 15 years of experience delivering high-end visual effects, CG animation, and real-time interactive pipelines. Throughout my career, I have occupied the critical intersection of production logistics and pipeline engineering. I specialize in taking highly complex, distributed production environments and structuring them for maximum predictability, speed, and creative output.



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