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Learn how to create a collection of procedural tileable materials in Houdini using Copernicus. You’ll explore how geometry, patterns, noise, and color can be combined to build flexible surfaces that are easy to adjust and reuse across different environment assets.

You’ll also create metal, brick, and wooden plank materials, starting from simple procedural setups and developing them into finished tileable textures with layered surface detail. This workflow gives artists a practical introduction to building reusable environment materials with Copernicus while keeping the process flexible and art directable.

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CREATED BY

SIMON VERSTRAETE

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

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