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Learn how to create a shrub tool that can be used directly in Unreal. Learn how to procedurally generate the branches and leaves, then how to set up the tool to conform to an input shape. The tool itself will be set up with some built-in shapes to quickly generate default shrubs. The node network will then be wrapped up into a digital asset that works in Unreal Engine where artists can generate many different types of shrub.

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


  • Mladen_Pajdic 2 years ago  | 

    Great tutorial but I am not able to download the project files. The page shows an error.

    • KieranLatham 2 years ago  | 

      Same issue here, 403 forbidden error

    • joeyongio 2 years ago  | 

      Same here , 403 Error. Really excited to try this one out!

  • ancientkult1337 2 years ago  | 

    I just want to say that I appreciate these Titan series tuts a lot.
    Thanks Simon, please don't stop.
    I like your style. it's short and on point.

  • rmagee 2 years ago  | 

    The files are there now

  • KieranLatham 2 years ago  | 

    For some reason, inside Unreal Engine, when I apply a wind to the leaves via vertex colour, theres a black shadow that moves across the leaves, any ideas what is causing this as teh leaves move like they're windy, but the shadow just breaks it?

  • MarkBergo 1 year, 11 months ago  | 

    I could use some clarity on the Stash node. I worked around it, but it would be helpful to better understand how to link the geo to it.

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