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Procedural Lake House Building Creation in Houdini Volume 3

Face and solve new challenges as things start to take shape in Vol 3 of the Lake House series with Anastasia Opara. Finish your roof set dressing, place windows and doors, and set the correct scale.

Length: 3 Hours 30 Minutes 39 Seconds

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

Preview.

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I'm very happy to have you back for Volume 3, where we will finish procedural placement of our modules. This time we will focus on roof set dressing as well as placing windows and doors. We will face new challenges and learn how to solve them by procedurally assigning the correct scale to ensure that all of our modules can fit to the desired area perfectly as well as dealing with more complex combinations of modules. All the assets are included with the course material, and I just can't wait to start! So, I’ll hopefully see you soon and we will continue making our building generator more awesome.

Before you start this volume, make sure you:

Volume 3 - Chapter 2B (Total Length: 3 hours 30 minutes)

In Volume 3, we will finish procedural placement of our modules, which includes roof set dressing, door & window placement, as well as the tower set. We will solve new challenges by making the scale of our modules procedural to ensure they can fit perfectly onto the dimensions of our base, and we will look at more complex sets of modules when dealing with roofs.

Part 1 – Roof Extensions

In Part 1, we will come back to our roof base and make sure that it doesn’t end abruptly when meeting the body. We will extend its area by taking into account the roof’s surroundings.

Part 2 A&B – Roof Rims Set

In Part 2, we will be dealing with the Roof Rims Set, which features more complex assembly logic. We will take into account special cases as well as take care of the procedural scaling to ensure that our modules fit perfectly onto the desired area.

Part 3 – Roof Set Dressing

In Part 2, we will move on to the roof set dressing, which includes roof windows and chimneys. We will define the constraints those elements have and incorporate them into our system.

Part 4 – Clean Up

In Part 4, we will perform a quick clean-up of our system and make sure everything works the way we intend.

Part 5 – Tower Set

In Part 5, we will place tower modules and take into account new constraints it will introduce for our building elements.

Part 6 A&B – Doors and Windows Placement

In Part 6, we will write the rules for placing doors and windows and teach our system to automatically “cut” the geometry to fit our doors and windows frames perfectly.

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

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.