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Learn how to create the Project Titan building tool. This tool lets you place boxes in Unreal and then use the tool to convert them into buildings. In Unreal, this tool can instance modular geometry and create a roof shape that fits to the building shape.

Project Titan is an in-house tech demo designed to production test Houdini's procedural workflows while creating a 3D environment that leverages the latest technologies in Unreal. Click Here to learn more.



Simon is a tech Artist that loves building procedural tools and assets. By adding more and more procedural approaches to his workflow, he is able to build 3D models with speed and flexibility. During his studies at Digital Arts and Entertainment, he taught himself how to work with Houdini. After his studies, he started working on Ary and the Secret of Seasons at eXiin. Currently he is a Houdini freelancer and focuses on creating procedural content.

More from Simon Verstraete


  • AnandaDivine 1 month, 1 week ago  | 

    Thank you so much simon. Your videos are a lifesaver! I would love to see a video on how you place assets and decorate a room after you have generated a building, procedurally.

  • Postale 1 month, 1 week ago  | 

    Simon, you are my angel!!!!西蒙,你是我的神!!
    Simon, you are my angel!!!!西蒙,你是我的神!!
    Simon, you are my angel!!!!西蒙,你是我的神!!
    Simon, you are my angel!!!!西蒙,你是我的神!!

    • Dustar 3 weeks, 2 days ago  | 


  • Postale 1 month, 1 week ago  | 


  • KieranLatham 1 month, 1 week ago  | 

    Really excited to give this one a try Simon, cheers!

  • cyelle 1 month ago  | 

    Why do i get a "! - Invalid source " warning when using the Building From Pattern ? Looks like it doesn't want to use a cube, the icon is also different you hsave a building, but i get a chemistry bottle, is this due to the Building From Pattern being beta version ?

    • VarunChawla 1 month ago  | 

      It seems like the second input(Patterns) is necessary. If you follow further along and implement the second input the error goes away. Not sure exactly why. Maybe the tool was updated/changed

  • 360482208 1 month ago  | 

    Why do i get a "! - Invalid source " warning when using the Building From Pattern ? Looks like it doesn't want to use a cube, the icon is also different you hsave a building, but i get a chemistry bottle, is this due to the Building From Pattern being beta version ?

    • Northdocks 1 month ago  | 

      same on my side

      • zcbmxvn6 1 month ago  | 

        me too - =

    • Galleryworm 4 weeks ago  | 

      same, also the project file provided doesn't seem to be working (for me at least), running houdini & labs version H19.0.622 (also attempted the daily build for both houdini and labs, same errors)

    • Dustar 3 weeks, 2 days ago  | 

      It somehow works for me by connecting the box node to both the first input and the second input of the Building From Pattern node

  • robben 1 month ago  | 

    Thanks for that tutorial! Would be nice to see how to use megascan assets with it like mentioned in the tutorial but not shown.

    • KieranLatham 1 month ago  | 

      Hi Robben,

      I thought the same and played around with it.

      Can probably do it in Houdini so it affects all the points instead, but since I had the modules open in UE4, I adjusted the Y Axis by the module size and rotated by -90 and they appear correctly on the tool, you could also perhaps do a match size and process all modules separately and then use the bottom midle setting n the building rom pattern node.

      megascan assets look great with this tool!

      • VarunChawla 4 weeks ago  | 

        I am trying to use megascan assets with this tool but failing with the corners. How are you handling concave and convex corners with this tool? The old building generator handles corners well but is much slower. The corners2 variable in the Labs Building Generator Utility hda under Floor Description tab does nothing

        • KieranLatham 3 weeks, 6 days ago  | 

          Gonna give the corners a shot I've not had the chance to try corner modules yet (mostly as i'm lazy to seperate them out), that and I was going to avoid the building node method as I never got good results with the original building generator.

          Usually i'll take the floor prims, resample the edges, thene extrude the face, enable the "extrudeBackSeam" group (original curve), then measure the curvature, then use the curvature to identify the convex or concave points, from here you can group and split the corners and then produce separate systems for convex/concave corners.

  • KieranLatham 4 weeks, 1 day ago  | 

    Quick question.

    Can we filter the walls out and maybe give them different modules, so like one wall is the front of the building and has doors, and one is an alley with just walls? so we can have different geometry, or is it best to use the volume override for things like that?

  • szmatefy 4 weeks, 1 day ago  | 

    Excellent tutorial! Will be there a tutorial on using Variations in the building Modules and the Patterns?

  • handeshahd 3 weeks, 5 days ago  | 

    hey after ı put the clean node, the meshes in Unreal doesnt correct it self any idea?

    • handeshahd 3 weeks, 5 days ago  | 

      Thanks for the tutorial by the way

    • handeshahd 3 weeks, 5 days ago  | 

      found the problem, Thanks for the tutorial

      • nbjsargent 2 weeks, 2 days ago  | 

        Would you mind posting what that problem was?

  • Doodledee 3 weeks, 4 days ago  | 

    hi, awesome tool and tutorial so far, i just wanted to notify that I found a bug when instancing with unity, as it removes my instance string.

    So far i managed to fix it, if anyone comes across this and this might not be fixed:
    - Allow editing of contents on the building_from_pattern node
    - Search for the Attribute wrangle "get_instance_from_patterns" change unreal in there to unity or add another if clause
    - got to clean 4 from the second wrangle input and once again change unreal there to unity, or add another ^unity_instance

    hope that helps some peoples :)

  • Barrett Meeker 3 weeks, 3 days ago  | 

    How does this compare to the Matrix UE5 building generator? Is the use of data tables similar? Thank you!

  • tameryagli 3 weeks, 2 days ago  | 

    Hi does anyone know how I can add concave corners to the building when necassary? Like after a boolean operation?

  • andrew_ 3 weeks ago  | 

    This is awesome, but if it's possible can you please include the youtube links with the video here? The vimeo videos do not scale to the size of the browser window, which makes the text hard to read without using fullscreen mode for the video, and on ultrawide monitors fullscreen mode is not really an option most of the time.

  • dengzhiqiang1995 3 weeks ago  | 


  • carlosjcortinam 2 weeks, 2 days ago  | 

    Hi, when placing the node building from patterns I get the message:

    "This node is using an incomplete asset definition" and it doesn't work right.

    • carlosjcortinam 2 weeks, 2 days ago  | 

      Never mind, update sideFx Labs tools

  • hyeontak1214 2 weeks ago  | 

    The order of the expanded form of the floor description is reversed
    How do I fix it?

  • tameryagli 8 hours, 5 minutes ago  | 

    Hi, does anyone know how I can create Concanve Corners? It seems to only work on Convex Corners right now? Any help is highly appreciated!!!

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