Hi, everyone! Exciting times and a big update: the tutorials are now released through Gumroad (if you already made a direct purchase through cmivfx, check out the Gumroad page, link below, for more information).

Thanks to you, guys, this is a great journey that pushes me to explore new things. Without your support, it wouldn't be possible. Wholeheartedly thank you, Anastasia

 

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About the course

In these tutorial series, we will be creating procedural lake houses in Houdini all the way from generating the main silhouette to creating the final shaders and placing setdressing. We will implement a set of rules that is flexible enough to support complex silhouettes and relations as well as we will cover the usage of both pre-made modules and procedurally generated content. By the end of the series, you will be able to create the base silhouette, define relationships between various elements, procedurally place modules, generate additional geometry to give the building a finished look and create all the needed shaders that will be driven by the system. I will walk you through all the core concepts that are used to make this possible, which will give you a good foundation that you can apply in any other project. All the assets and files you will need for this tutorial will be included together with the course material. I will expect of you to have a good knowledge of Houdini user interface as well as some basic knowledge of VEX. If you never used VEX before, make sure to check the official documentation on VEX before starting.

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Volume 2 - Chapter 2A (3h 29m)

In the second Volume, we will be focusing on procedurally placing our modules and we will tackle the body module sets and set dressing. We will define each module location by taking into account the influence other elements have on each other. All the assets are included with the course material.

Part 1 A&B – Body Attributes

In Part 1, we will assign doors, windows as well as stairs placement and define the rules in relation with the rest of the elements of our procedural building.

Part 2 A&B – Full Supports Set

In Part 2, we will write the rules for placing the Full Supports Set, which is responsible for supporting larger areas of the top floor of our building.

Part 2 C – Partial Supports Set

In Part 2, we will write the rules for placing the Partial Supports Set, which is responsible for supporting smaller areas of the top floor of our building. We will also define the interaction of the Supports Sets between each other.

Part 3 A&B – Stairs Set

In Part 3, we will be placing Stairs Set, which includes the stairs itself as well as the walkway area that connects the building to the stairs. We will also take into consideration the constraints that allow these elements to exist.

Part 4 A&B&C – Set Dressing

In Part 4, we will describe the rules for placing our set dressing elements such as paddles, cranes and boxes. We will define the areas, where these assets can spawn, based on what we have built so far.

 

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About me

Hello! My name is Anastasia Opara. Growing up in artists’ family, I naturally developed a very strong interest in contemporary arts. By the age of 16, I have taken part in exhibitions (digital photography, drawings, short movies, poetry) in Russia, Germany, Czech Republic, Poland, Belgium, and Hungary; I was a participant of the annual international exhibition of contemporary art "OSRTALE’10" in Dresden, the I Moscow International Biennale of Young Art, and had my personal exhibition in the A3 Gallery in the center of Moscow. My unquenchable passion for arts led me to explore the field of 3D computer graphics, and in 2013 I joined NHTV International Game Architecture and Design in Netherlands with a speciality of 3D Visual Arts. During my education, the biggest revelation was the Introduction to Procedural Modelling course by Kim Goossens. The procedural approach completely blew me away. It seemed like mesmerising magic of art and programming, and my immediate reaction was “I want to be a wizard too!” Proceduralism became my absolute passion. Seeing things as a set of rules and patterns fascinates me, and every task becomes an absorbing puzzle when rendered through such a workflow. Currently, I’m a Technical Artist Intern at EA Ghost Games.

 

You can always contact me through my website: www.anastasiaopara.com


 

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