Hi, and welcome to the final 5th Volume of the Procedural Lake Houses tutorial series!
It’s been such a great journey creating this series for you, guys. I can't express how very inspiring it is to be a part of such a wonderful community and meeting so many amazing people along the way. A big universal thank you! Keep learning, creating and reaching impossible step by step every day!
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.
Volume 5 - Chapter 5 (Final)
In the last Volume of the series, we will focus on three main topics, which are giving our building a crooked look to give it additional character, creating a procedural pier with layered wood and shading our building. We will learn how to deform the generated geometry with the constraints that satisfy our goals and produce a fully procedural pier geometry. We will create our custom materials with Houdini Material Builder network, where we will take into account the parameters of our procedural network as well as we will touch on the subject of rendering, for which we will be using Mantra.
Part 1 A-B – Geometry Deformation
In Part 1, we will create a layered deformation of our building to achieve a “crooked look”. We will also take into account how not to create holes in our geometry while performing deformation, for which we will write additional rules.
Part 2 A-B – Procedural Pier: Base
In Part 2, we will focus on creating two layers of wooden beams, where the top layer will feature missing parts, thus revealing the layer underneath.
Part 3 A-C – Procedural Pier: Supports
In Part 3, we will continue working on our pier by creating procedural setup for the main and secondary support structures.
Part 4 – Render Setup
In Part 4, we will prepare the file for further rendering by setting the light and render settings.
Part 5 A-B – Base Material
In Part 5, we will create our very first material, which will serve as a base for all the following materials for our building.
Part 6 A-B – Material Building
In Part 6, we will create all the needed materials to give our building a finished look.
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 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
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