Hi, everyone! I hope, you had amazing Christmas and New Year and it brought you many happy moments and new experiences.
For me, it was a great time to continue sharing more knowledge with you and I'm very excited to announce that Volume 4 is out now!
PS: I have received some very nice updates on what people are doing with the course and it is very inspiring to see that you bring some of your own creative charge into the tutorial! Thank you for the feedback and I hope to see some more amazing examples ^^
About the Course
In these tutorial series, we will be creating procedural lake houses in Houdini all the way from generating the main silhouette to creating the final shaders and placing setdressing. We will implement a set of rules that is flexible enough to support complex silhouettes and relations as well as we will cover the usage of both pre-made modules and procedurally generated content. By the end of the series, you will be able to create the base silhouette, define relationships between various elements, procedurally place modules, generate additional geometry to give the building a finished look and create all the needed shaders that will be driven by the system. I will walk you through all the core concepts that are used to make this possible, which will give you a good foundation that you can apply in any other project. All the assets and files you will need for this tutorial will be included together with the course material. I will expect of you to have a good knowledge of Houdini user interface as well as some basic knowledge of VEX. If you never used VEX before, make sure to check the official documentation on VEX before starting.
Volume 4 - Chapter 3
In the Volume 4, we will address the wall and roof patterns, which include wall borders, horizontal and vertical wood patterns, scales and shingles. We will learn how to control the randomization by introducing user-defined seed pools as well as we will tackle generation and offset of the UV coordinates with VEX and correctly placing the result geometry with accordance to the original orientation and location. When building the network, we will aim to create an organic and natural-looking outcome by using various deformations in our generators.
Part 1 – Wall Patterns Base
In Part 1, we will create a setup that will allow us to define the seed pool for our wall patterns and we will use it, when building a base for those patterns.
Part 2 A – Wood Pattern: Division
In Part 2 A, we will start creating the wood pattern and we will begin with making the main division and offsetting it to give our wood a more natural look.
Part 2 B – Wood Pattern: UV
In Part 2 B, we will UV our wood beams using VEX as well as we will randomly offset the generated UVs by taking into account the UV space left.
Part 2 C – Wood Pattern: Geometry
In Part 2 C, we will generate the geometry for our wood and give it additional touches that will make it look more believable and organic.
Part 3 – Scales Pattern
In Part 3, we will create the scales pattern for the walls. We will work with stencils that ensure the correct relations of scales as well as we will see how to layer the tile grids to achieve the pattern look.
Part 4 A – Roof Shingles: Geometry
In Part 4 A, we will produce the geometry for the roof by modifying the generators we already created in the previous parts.
Part 4 B – Roof Shingles: Placement
In Part 4 B, we will place the geometry we created in the previous part by taking into account the orientation of the roof pieces.
Part 5 – Roof Sides
In Part 5, we will generate the wood pattern for the sides of the roof and place it according to the original geometry.
About me
Hello! My name is Anastasia Opara. Growing up in artists’ family, I naturally developed a very strong interest in contemporary arts. By the age of 16, I have taken part in exhibitions (digital photography, drawings, short movies, poetry) in Russia, Germany, Czech Republic, Poland, Belgium, and Hungary; I was a participant of the annual international exhibition of contemporary art "OSRTALE’10" in Dresden, the I Moscow International Biennale of Young Art, and had my personal exhibition in the A3 Gallery in the center of Moscow. My unquenchable passion for arts led me to explore the field of 3D computer graphics, and in 2013 I joined NHTV International Game Architecture and Design in Netherlands with a speciality of 3D Visual Arts. During my education, the biggest revelation was the Introduction to Procedural Modelling course by Kim Goossens. The procedural approach completely blew me away. It seemed like mesmerising magic of art and programming, and my immediate reaction was “I want to be a wizard too!” Proceduralism became my absolute passion. Seeing things as a set of rules and patterns fascinates me, and every task becomes an absorbing puzzle when rendered through such a workflow. Currently, I’m a Technical Artist Intern at EA Ghost Games.
You can read more about me on 80lv interview at https://80.lv/articles/realistic-procedural-architecture-for-games/
And you can always contact me through my website: www.anastasiaopara.com
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