Creating Decimated with Houdini and Unreal Engine
summary
Builds a procedural city generator in Houdini that produces roads, sidewalks, scattered props, streetlights and blocky buildings, then readies the result for Unreal via packed instances. Uses scatter, fuse, resample, polyexpand/polypath, polyextrude, copy-to-points and sweep; isolates intersections by converting curves to segments, reading restlength and culling short segments with an attribute wrangle. Exposes seeds and offsets for variation and recommends PDG/chunking and packing for optimization. Houdini procedural city generator intersection detection via restlength and attribute wrangle export to Unreal with packed instances
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chapters (25)
- 0:00Start
- 1:47start with something from scratch
- 2:34find some lines in a grid
- 5:15fuse points that are in the same spot
- 5:39increase the grid spacing
- 6:52decreasing the the grid spacing
- 8:31use the intersection stitch
- 9:01using a polyexpand
- 10:04resample the curve
- 11:39offset the surface
- 12:31define the color
- 12:48create the sideworks
- 13:51create the sidewalks
- 16:11add the permanent interface
- 17:38pull extrude
- 18:44use those curves to scatter points
- 20:43add a little bit of jitter
- 21:45drop down every sample
- 26:54add the normals
- 31:04the length of the resample
- 33:04create the mesh for the corners
- 33:49isolate the straight parts
- 38:40recreate the normals
- 41:38use a polyframe with a primitive centroid
- 43:11create the right and up vectors
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