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Learn how to build a procedural pipe generation tool in Houdini, starting from simple curves and developing the setup into a flexible system with secondary pipes, repeating details, and reusable controls.

You’ll also explore how to create a custom trim sheet in Copernicus, apply procedural UVs, and package the finished setup as a Houdini Digital Asset for Unreal Engine 5. This workflow gives artists a practical way to create adaptable pipe networks that remain easy to edit and reuse directly inside Unreal.

CLICK HERE to learn more about Project Titan EVO

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.

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