Howdy! To watch this free Gametutor course please Register  or log in

Procedural Architecture Creating Walls – Part 2

Course Description
The Houdini Engine, created by Side Effects Software, brings us the power of procedural techniques without the need of a ton of heavy programming and math. Throughout this course, we will look at how we can utilize the Houdini Engine to create Procedural Walls that can change shape and be utilized in your own game development projects. We will look at ways to construct a more intricate system of Houdini Digital Assets to perform very specific tasks and give you the most control over variation and placement. By the end of this course, you will have your very own procedural wall system, that will serve as the underlying foundation to a larger and extensible system.
Course Details
Difficulty: Intermediate
Total Lessons: 6 Lessons
Running Time: 02:11:54
Software: Unity 5, Houdini 14.0.335, & Houdini Engine 1.9.20
Date: 6/15/15

Course Files
Source files for this GaTu Itty Bitty are available only to users with Backstage Passes and Apprentice or Rockstar access. Please Log In or Upgrade your account to unlock these files.
Locked Source File Icon
File Name: Gatu_HoudiniEngine_CreatingWalls.ZIP
File Size: 20.43 MB
Download all the Houdini .OTL assets along with both shaders and textures for the final scene.

Course Lessons

11. Adding Doors to our Wall

Lesson 11, Adding Doors to our Walls
Our wall wouldn’t be any good without ways to enter and exit the walled in area. So in lesson 11 we will further refine our wall system by creating a door OTL that will allow us to place as many doors as we want onto our wall system. This new asset will need to take into account the pillars and the wall curve in order to be placed properly. We will walk through the process of hooking this up so you can see how you can add any type of wall addition to your wall system.

12. Door Detail Continued

Lesson 12, Door Detail Continued
Lets continue our door system and get the actual geometry created for the doors. In this lesson we will get the door geometry created and get our output geo set up so we can add as many doors as we want to our system

13. Door Detail Testing and Clean-up

Lesson 13, Door Detail Testing and Clean-up
As with any complex system we develop in Houdini, there are always going to be bugs that pop up, that we need to take care of. In this lesson we will take a look at some of the issues that have popped up and how to fix them, by solving for the different problems.

14. Placing Ground Debris

Lesson 14, Placing Ground Debris
To make our wall feel more grounded and a part of the real environment we will want to be able to scatter debris, such as rocks, foliage, or any user given mesh, at the bottom of the wall. We will learn how to scatter objects in an intelligent way using area density and place default rocks at the bottom of our wall asset.

15. Creating Materials for our Assets

Lesson 15, Creating Materials for our Assets
Now that we have our wall assets completed, lets walk through the process of automatically assigning materials to our geometry using the Houdini Engine. By the end of this lesson we will have textured up the main wall asset, so as to give you a good idea of how to approach the rest of the assets.

16. Creating Collision Meshes for our Wall

Lesson 16, Creating Collision Meshes for our Wall
In the last lesson we will quickly cover how to create the collision meshes for our Wall assets. We wont go through each and every asset, but we will walk through how to set up geometry that Unity will read as Collision mesh. Which means even your Collision meshes will update as you change your asset in Unity.