Artur J. Żarek

ajz3d

About Me

EXPERTISE
Generalist
INDUSTRY
Design  | Gamedev

Connect

LOCATION
Warsaw, Poland

Houdini Skills

ADVANCED
Python
INTERMEDIATE
Procedural Modeling  | Digital Assets  | Solaris  | Karma  | PDG  | VEX
BEGINNER
Environments  | Character Rigging  | Motion Editing  | Animation  | Hair & Fur  | Cloth  | Lighting  | Pyro FX  | Destruction FX  | Realtime FX

Availability

I am available for Full Time Work

Recent Forum Posts

Building Generator - different patterns for different sides? Oct. 3, 2025, 3:57 p.m.

Hello guys,

Today I was familiarizing myself with Labs Building Generator. I've already watched the relevant video from Project Titan, and it was very useful in understanding how the tool works in general. However, there's one issue that is bothering me. Let me explain.

What I'd like, is to have blockout's walls, that are facing certain directions, to have different facades. In other words, to be built from different modules that the sides that face other directions. For example, I'd like the wall in the red rectangular area of the screenshot to be constructed from flat modules that are not used in other sides. One image is worth thousands of words, so I'm basically trying to reproduce a building from the second picture.

At first, I thought that maybe I can take advantage of "Building Styles", but the documentation states that they doesn't work on "building sides". I believe they're made to work with complex booleaned blockout shapes, where we want to have different booleaned parts of the building to use different floor patterns, which I guess makes sense. Anyway, the docs for the operators are pretty vague, and I didn't find much information on the Internet on how to approach this problem. My spidey sense tells me that dealing with the issue that I'm facing is something relatively easy, so perhaps someone could give me a push in the right direction?

The best way to create (and manage) UV for architecture? July 15, 2025, 6:51 p.m.

Just some random thoughts.

If it's for a real-time engine, then try trim textures (with the help of Labs Trim Textures) and decals (Labs Decal Projector). Large scale architectural assets often consist of repetitive modules. Labs Trim Textures set of operators can help you with texturing each one of them. Scattering decals on the surface of the complete asset might be of some help in breaking up the texture repetitiveness.

Alternatively, if you're creating an asset for Karma or other Hydra delegate, try kma_hextiled_triplanar (or your delegate's alternative for it). And some decals for the same reason as above.

XPU: free up VRAM without restarting Houdini? July 9, 2025, 5:20 p.m.

Thanks for the feedback, Brian. It's good to hear the issue is known and has your attention.
Looking forward for future updates on this matter.