Houdini Proceduralism Side Quests

Art Gallery Maze Generator

Modeled and rendered in Houdini, video cut and edited in Adobe Premier.

The system developed for this piece runs on a custom written L system driven path generation algorithm that connects the starting point and end point with a hallway.

It then identifies open space where more hallways may be generated and branches from the main path to create secondary and tertiary paths.

The paintings are randomized as well. The same algorithm measures and places points along the hallway walls for painting placement, then decides what dimensions the painting should be. It then generates the geometry of the painting, then applies a gradient based image and frame on the painting’s generated location.

To control the visuals and sizes of the paintings, allowed ranged were added.

Sound Reactive Pasta

Modeled and rendered in Houdini, video cut and edited in Adobe Premier.

This was an experiment in connecting sound files to visuals in Houdini.

The bubbles’ height was driven by the sound intensity, and the height in turn drove the red tint.

Arcade Sword

Modeled and rendered in Houdini, video cut and edited in Adobe Premier.

The sword spinning animation, scrolling color material on the buttons, and all of the modeling was done in Houdini.

Water Ripples

Modeled and rendered in Houdini, video cut and edited in Adobe Premier.

I had a lot of fun trying to create the lighting behind the water ripples!

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Material Work