
Create a fully procedural Houdini house, from base form to roof and decorations, using Vex scripting and Houdini Digital Assets, then render in Unreal Engine 5.
Learn to set up Houdini 20 with Houdini Indy and the Houdini engine for Unreal Engine, load assets, install plugins, and use labs packages for a seamless workflow.
Learn the basics of Vex scripting by creating variables of int, float, and string types, using assignment, semicolons, and print f formatting with placeholders to display values.
Learn how arrays store multiple values in Houdini VEX, create and access elements by index, ensure type consistency, modify and append items, with practical examples using ages and names.
Learn to use for loops to repeat the body of code and print array elements in Houdini Procedural House with Unreal Engine 5, driven by initialization, condition, and increment.
Explore for each and while loops to iterate arrays, printing ages without using an index, compare syntax sugar to traditional for loops, and preview flow control concepts.
Explore how the if statement controls flow, with for loops, and else if, else, and logical operators (and, or, not) using examples of ages, seniors, adults, and workforce.
Learn how to use the continue and break keywords to control for loops, with examples of early exit and skipping iterations, plus how to apply if statements and comparisons.
Learn how to declare and call functions in Vex, including void functions, arguments, and returns. Use signatures, bodies, and built-in functions to reuse code.
Explore the vector type in Houdini and Vex, using vectors as positions and directions, and learn to add a point with a vector position instead of a float array.
Explore turning a ramp profile into a revolved glass in Houdini by building a digital asset and using an attribute wrangle to read ramp data and create a polyline.
Rotate and fix orientation to revolve a profile, correct inside-out topology with a reverse, and configure end caps and UVs while exposing vertical edge groups for beveling.
Convert a subnetwork into a reusable Houdini digital asset named profile revolver, exposing size, rotation, divisions, and profile controls, then save the asset with top and bottom cap groups.
Create a column generator in Houdini using a profile revolver, set centimeter units, and assemble a bottom base, top end caps, and a middle section.
Implement the top section and bevel controls for the column in a Houdini procedural house, renaming parts and using a switch to toggle bevels with top and bottom profiles.
Finish the column by adding a middle section, adjust height and bevel, apply uv flatten, and convert it into a digital asset named column generator.
Import a Houdini digital asset, build a door-frame profile with linear interpolation, resize and sweep it over the door bound, then refine with group, dissolve, and bbox-driven inward move.
Lay out the door interior in Houdini procedural workflow by creating an outer frame profile, setting width and height controls, and shaping a door panel with poly expand 2d.
Decorate the door panel by sweeping an inner decor profile along the knob area, then use groups and polyfill to fill faces and extrude final details.
Build a door in Houdini for Unreal Engine 5, add thickness by mirroring, bevel edges, compute a rotation pivot from the bounding box, and drive opening with an open amount.
Learn to add a doorknob and inner frame to a Houdini door by using a profile revolver, copy to point, transform, mirror, and extrusion with bevel and UV setup.
Unwrap the door UVs in Houdini by isolating thickness and using box unwrap with controlled seams; align scale to the door height and apply padding.
Convert a door into a Houdini digital asset by cleaning groups and attributes, creating knob, panel, and frame groups, and exposing size and inner frame extend.
Create the window bone by building a grid-based door, defining a profile, sweeping it along the bone, and mirroring on X and Z to form the window grid.
Finish the window door by spawning a grid of points, copying sections to points, and using bounding box, boolean, and extrusion to shape the frame.
Mirror the window and craft the outer frame in Houdini using transforms, bounding box, and sweep techniques while renaming nodes for easy review.
Add the bottom frame by deriving an edge from the outer frame, isolating it, and sweeping a bottom frame profile; then orient, mirror, fuse, and bevel to finalize the window.
Create a two-part window door system in Houdini by splitting mirrored pieces with connectivity, then rotate each half around a pivot and expose left and right open controls.
Project UVs with a centered square projection based on the window's bounding box to prevent stretching. Separate and unwrap the bridge and frame with seams for efficient UV layout.
Refine the window parameters—bevel range, counts, outer thickness, and bone size—test behavior, then convert the window into a Houdini digital asset (HDA) for reuse in the Unreal Engine 5 workflow.
Visualize the dot product between two unit vectors in Houdini by mapping the dot result to a point's height, revealing the cosine of the angle between them.
Visualize the cross product of two vectors to get a vector perpendicular to both for which the length equals the parallelogram area, directed by the right-hand rule for face normals.
Explore how matrices represent 3D transformations by composing translation, rotation, and scale with a 4x4 make transform, applying the matrix to points to center objects.
Explore rotation and location matrices to align a grid with a face using forward and right vectors, make transform, and matrix multiplication.
Begin the plank generator by turning faces into planks using a for-each loop and matrix moves. Move planks to the origin, then merge and prepare for future cutting and extrusion.
Compute the surface bounding box mean and max, determine plank count from width, cast to int, and prepare cut information for the subsequent plank cutting loop.
Spawn pillars by forming side faces and extruding to the body. Control pillar thickness and pillar height, and add horizontal offset controls; apply bevel and UV unwrap.
Add a top plank above the top horizontal plank, matching the pillar thickness. Extrude with normals, use an attribute wrangle to keep the top face, offset down, and prepare UVs.
Finalize the handrail generator in houdini, adding thickness and a bottom slope, organizing groups, beveling options, and turning the network into a reusable digital asset for seamless stair integration.
Build top platform handrails by converting the plan to lines, removing the edge line, and generating rails along primitives. Add a left, center, right opening control to shape openings.
Fix pillar overlap by removing start and end pillars in the handrail generator, update asset parameters, and implement left, center, and right opening logic to prevent overlaps.
Add columns to the top platform using a column generator, adjust height with the staircase height, set column size with a slider, and align normals for proper placement.
This tutorial focusses on teaching students the practical solutions in making a house procedurally inside of the award-winning software Sidefx Houdini. Through more than 100 videos, the tutorial walks through the entire process of building a stunningly looking house from scratch to final render inside of Unreal Engine 5.
Through a divide and conquer approach, the students will learn how to build pillars, doors, windows, and stairs first as Houdini Digital Assets (HDAs), and move on to tackle different body part of the house, from body to roof, decks, and pavements while utilizing the HDAs to construct the final form. In the process, students learn critical knowledge of 3D mathematical concepts including dot and cross product, matrix, and quaternion. The mathematical/geometrical meaning, and various operations of these mathematical terms are explained in dedicated sessions and their usage in spatial calculations and polygon manipulations are practiced.
The VEX scripting language is taught thoroughly in dedicated sessions and used to aid the house build process. Students learn fundamental programming concepts including variables, containers, flow control, and functions first, and will be able to leverage the power of scripting to express their ideas directly and effectively in Houdini.
Finally the tutorial leads to the Houdini Engine integration with Unreal Engine 5, allowing students to import their HDAs directly into Unreal Engine, and connect materials and assets automatically, providing a complete solution to the end product.