Design Home and Houdini Experiments

As part of an ongoing R&D effort, I’ve been learning Houdini and exploring how to bring procedural modeling into Design Home asset creation. I’ve been using it to build base meshes for things like pillows, petals, vases, and cacti, helping improve both the speed and flexibility of our production workflow.

The vase’s parameter interface allows artists to easily adjust size, height, subdivision level, as well as fine-tune its curvature and arc, providing flexible control for a wide range of design variations.

The vase’s parameter interface allows artists to easily adjust size, height, subdivision level, as well as fine-tune its curvature and arc, providing flexible control for a wide range of design variations.

Houdini Vase Generator

I created the flower and petal generator during the CGMA course with Sean McEwan. Its parameter interface lets artists adjust petal size, width, layers, and bending angles, enabling highly customizable floral designs.

I created the flower and petal generator during the CGMA course with Sean McEwan. Its parameter interface lets artists adjust petal size, width, layers, and bending angles, enabling highly customizable floral designs.

Succulents and Petals Generator

I developed a cacti generator during the CGMA course with Sean McEwan. Its parameter interface allows for precise control over the cacti’s size, width, height, twists, and spike angles, enabling flexible and varied designs.

I developed a cacti generator during the CGMA course with Sean McEwan. Its parameter interface allows for precise control over the cacti’s size, width, height, twists, and spike angles, enabling flexible and varied designs.

I combined Houdini’s procedural modeling with cloth simulation to generate realistic pillow forms, where wrinkles naturally appear along the UV seams. The simulated result serves as a detailed base mesh, ready for further sculpting and texturing.

I combined Houdini’s procedural modeling with cloth simulation to generate realistic pillow forms, where wrinkles naturally appear along the UV seams. The simulated result serves as a detailed base mesh, ready for further sculpting and texturing.

I created a procedural fire effect for Design Home’s R&D, enabling adjustable controls for dissipation, disturbance, shredding, sharpening, turbulence, and confinement to achieve versatile exterior fire visuals.

I created a procedural fire effect for Design Home’s R&D, enabling adjustable controls for dissipation, disturbance, shredding, sharpening, turbulence, and confinement to achieve versatile exterior fire visuals.