Procedural Generation
Real-time asset creation powered by rules, logic, and automation — from complex geometry to stylized materials.
Real-time asset creation powered by rules, logic, and automation — from complex geometry to stylized materials.
A Houdini-driven system to create stylized android character variants with procedural mesh generation, material assignment, and texture variation for in-game use.
In Houdin :
Each armor piece was procedurally extracted from the base mesh. A centroid joint was created for every part and parented to the main skeleton. Using Capture Pack Geometry, each piece was skinned by name. The result was a single FBX with cleanly rigged armor, ready for Unity.
⸻
In Unity:
A custom runtime script (ArmorPeelingGizmo.cs) enables manual placement of a gizmo. When triggered, it detects overlapping armor pieces, evaluates contact direction and velocity, and detaches them by unparenting and applying physical force.
⸻
Why this matters:
This pipeline allows fully procedural armor setup and interactive detachment — perfect for hit reactions, scripted events, or stylized destruction. Lightweight and optimized for mobile (tested on Android), it’s flexible for future gameplay extensions.
A Houdini tool that generates modular soccer stadium seating structures using user-defined parameters, optimized for game engine deployment.
In Houdini:
A parametric system was created to procedurally generate stadium seating structures based on key inputs like width, seat count, tier height, and row spacing. Packed primitives were used to efficiently instance seats across the tiers, minimizing performance overhead. Additional logic automatically aligned stair steps, guardrails, and back walls, while ensuring clean UVs and LOD-friendly geometry. Materials and color schemes could be varied per tier or section, and the final asset was exported as an FBX with a clean hierarchical structure — including logically named groups like “Tier_01/Seats” — along with consistent pivots and scaling for direct use in game engines.
In Unity:
The exported asset functions as a modular prefab, making it easy for designers to assemble full stadiums or adjust sections to fit different layout needs. It’s optimized for static batching, lightweight collision, and can optionally support placeholder crowd systems for prototyping or simulation purposes.
Why this matters:
This system provides a fast, scalable solution for building stadium or arena environments in sports games, simulations, or XR. Its fully procedural design allows for instant regeneration when changing input parameters, while maintaining clean, game-ready geometry — ready for real-time deployment or further extension with gameplay logic.
A Houdini-based pipeline using Material VOP networks to author stylized materials procedurally, with PBR baking for Unity-ready assets.
In Houdini:
Created procedural PBR materials using Material VOPs, driven by curvature, AO, and geometry attributes. Built layered shaders with wear and dirt masks, all controlled via exposed parameters. Used Mantra to bake texture maps (Base Color, Roughness, Normal, etc.) aligned to UVs. Exported FBX with baked textures, ready for engine use.
In Unity:
Imported baked textures and meshes for plug-and-play setup using Unity’s Standard or HDRP shaders. Assets supported batching, variation, and mobile-ready performance.
Why this matters:
Removes the need for manual painting. Generates consistent, game-ready materials from Houdini. Scales efficiently across asset libraries or modular kits.
A Houdini tool for generating multiple tank variations for fast visual iteration, optimized for Magic Leap deployment with game-ready topology and baked PBR textures.
What It Does
In Houdini:
Created a procedural tank generator with adjustable parameters for quick design exploration. Controlled chassis length, wheel size, armor layout, and optional modules like weapons and antennas.
Used VOP-based procedural materials with baked PBR textures (Base Color, Roughness, Metalness, Normal), optimized UVs, and decimated meshes for Magic Leap. Exported as clean, game-ready FBX files.
In Unity (Magic Leap):
Imported optimized assets into Magic Leap with support for runtime style presets. Balanced performance and visual fidelity for AR use.
Why It’s Powerful
• Enables rapid art direction changes without manual modeling
• Fully procedural mesh + texture pipeline for iteration speed
• Assets are lightweight and optimized for spatial computing
• Supports both realistic and stylized looks in AR environments