
Explore procedural modelling of a house in Whodini to quickly generate many variations using point clouds, attributes, and redshift rendering.
Create a procedural house floor in Houdini by building a central grid of points, isolating center points with a group, and randomly deleting outer points to form the base.
Create a procedural two- or three-floor house in Houdini by duplicating the first floor, moving it up, adjusting seed and threshold, and removing overhanging parts with collision checks.
Add more parameters to the control panel to adjust each floor size and id, with first floor size and a 0–1 threshold range, duplicating for floors two and three.
Learn to build a procedural house in Houdini by fixing overlaps with boolean union, then assign per-face attributes via normals and an attribute wrangle to separate top, bottom, and walls.
Organize the node tree by creating a balcony subnet, compute centroids, set normals toward the house center, project points to walls with ray, and identify balcony doors via primitive attributes.
Learn to isolate balcony primitives, set and transfer balcony attributes, and construct points to define balcony floor and door, while managing connectivity and merging primitives in Houdini.
Create a main door attribute on the first floor in Houdini by isolating floor primitives, applying randomization, and wiring a control panel parameter to drive door geometry.
In this Houdini procedural house lecture, isolate wall primitives, assign a wrangle attribute with a random threshold to create windows, and transfer heat and color from points to primitives.
Create a main roof in Houdini using two by two square subnet and extruded geometry. Manage normals with randomize and round functions, then copy geometry to points for connections.
Learn to build a procedural main roof in Houdini by isolating side primitives, creating center points with normals, transferring attributes, projecting points, and using a seed parameter to vary roof.
demonstrate that making mistakes is normal when building a procedural house in Houdini, and fix balcony door placement and roof connections across floors using switch conditions and detail attributes.
Develop a procedural balcony roof by isolating balcony walls, creating center points, transferring normals, projecting points onto balcony primitives, and merging corner points to generate the final roof geometry.
Procedural house in Houdini: build support pillars for the overhanging part by isolating ground primitives, transferring attributes, generating normals, and copying geometry to points with a for-each loop.
Isolate balcony areas in Houdini, copy handrail geometry onto points, and create planks between pillars. Transfer color attributes and finalize with placeholders for a procedural handrail design.
Create a subnet in Houdini to generate side planks between floors in a procedural house, using loops for each wall variant and attributes to manage primitive counts.
Add wooden pillars to a procedural Houdini house by building first-, second-, and third-floor subnets, isolating ground primitives, generating normals, and using copy to points to place pillars.
Create roof shingles in Houdini by building a subnet, isolating top points, copying shingles to balcony roof points, and adjusting normals and orientation for realistic roof detail.
Create a chimney on the roof by isolating large primitives, building a subnet, adjusting normals, and enabling a switch to show or hide the chimney.
Create vertical roof planks by building a roof planks subnet, merging roof geometry, correcting normals, and copying centered plank instances along aligned lines to achieve a complete roof.
Replace placeholders with actual models and textures, add windows and doors, test textures, create Redshift materials, and set up environment lighting and camera control for rendering.
Create door and window models in a new subnet, scale and place them on the first floor, assign redshift materials, and randomize variants per point using an iteration attribute.
Replace placeholders with actual plank models and create materials for planks in Houdini, including Redshift textures and normals, then add random rotate orientation for plants and render.
Learn to replace roof plank placeholders with textured models in Houdini, creating five texture sets and randomly assigning materials to pieces via iteration attributes for variety.
Replace placeholder shingles with seven plane-roof models and three top-shingle models, apply textures, use foreach loops to introduce randomness, assign materials, adjust orientation, and prepare for rendering.
Procedurally add wall models by using a models subnet and blast to isolate primitives, generate center points, transfer normals, and assign nine texture sets with iterative materials.
Create a cartoony, crooked house in Houdini by applying a lattice, random translate and rotate expressions, and subdividing geometry, while tweaking shingles and roof for stylized variation.
Apply a procedural bend to the roof by separating top and bottom sections with a class attribute, then transfer attributes and deform the roof to create sagging variants.
Learn to polish a procedural house in Houdini by refining roof attributes with RTP, optimizing subdivision, and using back and instance techniques, then set up a scalable parameter interface.
It seems that most people want to do as little work as possible. If you are one of them, I advise you to explore Houdini. This program will help you speed up the modeling process especially if you need to create many variations of one model. Of course, you can model everything on your own, but why don’t let a computer do it for you?
In this course, I'll show you how to do it in real practice. Using a stylized house as an example, you will learn procedural modeling. We will develop a system that will allow you to create an almost infinite number of model variations. For this, we will use point clouds, learn how to work with attributes and a little bit of VEX coding. For rendering we will use Redshift, but you can use any other render engine of your choice.
Of course, I will not teach you only how to model this house but give you knowledge that will help you create your own models. Also, after completing this course, you will get another project into your portfolio.
I really like Houdini and hope you will enjoy it too!