Hi, everyone! I hope, you had amazing Christmas and New Year and it brought you many happy moments and new experiences.
PS: I have received some very nice updates on what people are doing with the course and it is very inspiring to see that you bring some of your own creative
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
Part 1 – Wall Patterns Base
In Part 1, we will create a setup that will allow us to define the seed pool for our wall patterns and we will use
Part 2 A – Wood Pattern: Division
In Part 2 A, we will start creating the wood pattern and we will begin with making the main division and offsetting it to give our wood a more natural look.
Part 2 B – Wood Pattern: UV
In Part 2 B, we will UV our wood beams using VEX as well as we will randomly offset the generated UVs by taking into account the UV space left.
Part 2 C – Wood Pattern: Geometry
In Part 2 C, we will generate the geometry for our wood and give it additional touches that will make it look more believable and organic.
Part 3 – Scales Pattern
In Part 3, we will create the scales pattern for the walls. We will work with stencils that ensure the correct relations of scales as well as we will see how to layer the tile grids to achieve the pattern look.
Part 4 A – Roof Shingles: Geometry
In Part 4 A, we will produce the geometry for the roof by modifying the generators we already created in the previous parts.
Part 4 B – Roof Shingles: Placement
In Part 4 B, we will place the geometry we created in the previous part by taking into account the orientation of the roof pieces.
Part 5 – Roof Sides
In Part 5, we will generate the wood pattern for the sides of the roof and place it according to the original geometry.
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
You can read more about me on 80lv interview at https://80.lv/articles/realistic-procedural-architecture-for-games/
And you can always contact me through my website: www.anastasiaopara.com