In this tutorial we’ll go over several procedural modeling techniques that are great for objects like asteroids and rocks while setting things up to build a powerful and robust Houdini Digital Asset ( HDA ) that will allow us not only to have a lot of control over the Asteroid we generate but also be able to choose if we want to output a high res mesh or a low res mesh with baked normals.

We’ll also go over building a complex shader in Mantra that will look great on any of the variations you create with your digital asset without having to worry about UV’s. If you’re interested in procedural modeling, asset generation and/or hda building  in Houdini this tutorial is for you.


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