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Procedural Lake House Building Creation in Houdini Volume 2

Volume 2 is here! Beautify the base you started in Vol 1, place your modules, and create the body set dressings. All the needed assets are included.

Length: 3 Hours 29 Minutes

Note: This product is no longer available and has been maintained here for historical purposes only.

Preview.

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Hi, and welcome back to the second volume of the Procedural Lake Houses tutorial series! If you have followed volume 1, you should have your building base set up and ready to go. In this volume, we will start beautifying it by placing our very first modules. We will focus on body set dressing, which placements will be procedurally driven by taking into account the influence the elements have on each other and we will generate all of the necessary data which to make the loading of our modules automatic, which makes it very friendly if you’re working with someone else. All the assets are included with the course material, so you can start right away. I’m very excited to start this course with you, so let’s dive into it!

Before you start this volume, make sure you've purchased volume 1.

Volume 2 - Chapter 2A (Total Length: 3 hours 29 minutes)

In the second Volume, we will be focusing on procedurally placing our modules and we will tackle the body module sets and set dressing. We will define each module location by taking into account the influence other elements have on each other. All the assets are included with the course material.

Part 1 A&B – Body Attributes

In Part 1, we will assign doors, windows as well as stairs placement and define the rules in relation with the rest of the elements of our procedural building.

Part 2 A&B – Full Supports Set

In Part 2, we will write the rules for placing the Full Supports Set, which is responsible for supporting larger areas of the top floor of our building.

Part 2 C – Partial Supports Set

In Part 2, we will write the rules for placing the Partial Supports Set, which is responsible for supporting smaller areas of the top floor of our building. We will also define the interaction of the Supports Sets between each other.

Part 3 A&B – Stairs Set

In Part 3, we will be placing Stairs Set, which includes the stairs itself as well as the walkway area that connects the building to the stairs. We will also take into consideration the constraints that allow these elements to exist.

Part 4 A&B&C – Set Dressing

In Part 4, we will describe the rules for placing our set dressing elements such as paddles, cranes and boxes. We will define the areas, where these assets can spawn, based on what we have built so far.

Once you've finished this volume, continue with volume 3.

About the Instructor

Anastasia Opara grew up in an artists’ family and naturally developed a very strong interest in contemporary arts. By the age of 16, she had taken part in exhibitions (digital photography, drawings, short movies, poetry) in Russia, Germany, Czech Republic, Poland, Belgium, and Hungary. She was a participant of the annual international exhibition of contemporary art "OSRTALE’10" in Dresden, the Moscow International Biennale of Young Art, and had her personal exhibition in the A3 Gallery in the center of Moscow. Anastasia’s unquenchable passion for arts led her to explore the field of 3D computer graphics, and in 2013 she joined NHTV International Game Architecture and Design in Netherlands with a specialty in 3D Visual Arts. During her education, the biggest revelation was the Introduction to Procedural Modeling course by Kim Goossens. “The procedural approach completely blew me away. It seemed like mesmerizing 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.” Anastasia is a Technical Artist Intern at EA Ghost Games.

Links

Personal website – www.anastasiaopara.com

Project Managers

  • Eric Whitehead (Moondeer Graphics)
  • Brian Chiorello (AchievMo.com)

Editing and Publishing

  • Allen Mackley

Intro Music: O Come O Come Emmanuel by Sleepthief

Special Thanks to SideFX for listing this course on their homepage.

Get a Houdini Subscription to follow the series.

Availability:

Note: This product is no longer available and has been maintained here for historical purposes only.

About Anastasia Opara

Anastasia Opara

Anastasia Opara grew up in an artists’ family and naturally developed a very strong interest in contemporary arts. By the age of 16, she had taken part in exhibitions (digital photography, drawings, short movies, poetry) in Russia, Germany, Czech Republic, Poland, Belgium, and Hungary. She was a participant of the annual international exhibition of contemporary art "OSRTALE’10" in Dresden, the Moscow International Biennale of Young Art, and had her personal exhibition in the A3 Gallery in the center of Moscow. Anastasia’s unquenchable passion for arts led her to explore the field of 3D computer graphics, and in 2013 she joined NHTV International Game Architecture and Design in Netherlands with a specialty in 3D Visual Arts. During her education, the biggest revelation was the Introduction to Procedural Modeling course by Kim Goossens. “The procedural approach completely blew me away. It seemed like mesmerizing 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.” Anastasia is a Technical Artist Intern at EA Ghost Games.