Hi everyone!
This is my first entry to the SideFx Tech Art Challenge.
This HDA generates a fully procedural Sea Shack platform/tower. Although the final product could be use as a playable level/area, the main idea is to use it as a prop for environment design. This is because my main goal for this project was to develop a tool as close to 100% procedural as possible, meaning there is not much room for the user to manually change the Sea Shack design. There are only a few main parameters the user can tweak:
- Number of floors of the Sea Shack platform
- Seed value to change the design of the Sea Shack platform
- Seed value to change the design of the rock base
- The percentage of floors that will be of the type 'Terrace'
- Seed value to change the Terrace floors location
That being said, the user can enable the 'Visualize House Footprint' mode to access some parameters that will provide more control to the user over the Sea Platform design:
- Deck Grid size: Defines the overall size of the floor area.
- Deck Grid subdivisions: More or less resolution, which creates more or less break-ups in the deck area.
- House footprint selection: The user can manually define the area where the house will be built.
SPECIFICS ABOUT THE SEA SHACK GENERATORThe whole system is a grid-based system, this means all the props (the house walls, main post stair, terrace floor props, and stairs) could be substituted for production-ready assets, as long as they have the corresponding scale/proportions. This functionality is not available at this stage, since my main focus for this project was to develop a functional system with basic props as placeholders to highlight the main features of the Sea Shack Generator.
The floors/deck area is randomly generated for each floor. The stairs generated in between floors are oriented along the X and Z axis and can be extended up to the (invisible) "seafloor" There are 2 stairs styles available.
The floors can be of the type 'room' or 'terrace'. The type 'terrace' will be an open floor with space for a terrace prop, such as a cloth hanger (other examples could be a hammock or a beach chair to watch the sunset!). This floor style has a fence on its perimeter. The floors of the type 'room 'will have a 4-wall house. This HDA is able to create up to 12 different styles for the house walls:
- Shrine
- Storage
- Basic Door Style A
- Basic Door with shade
- Basic Door with entry step
- Basic Door Style B
- Lift
- Window with hanging clothes
- Wall with life buoy
- Window with shade
- Window with plant pot
- Empty Wall
The assigned style will depend on a number of factors:
- Having floor area in front
- Having a stair in front
- Having the next floor as 'celing'
- Having direct access to a stair
Building the walls based on these rules allows the system to have an 'architectonic quality' meaning the house/rooms follow some sort of logic. For example, in order for a Shrine to exist, it must have direct access to a stair (so it can be visited). In order for a Lift to exist, it must not have stairs in front, so they wont' collide. In order for a door or window to have shade, it must not have a 'ceiling', and so on.
Thanks a lot for checking out my work. I hope you enjoy this short Houdini scene demo!
Your text to link here... [
vimeo.com]