Fantasy Towers

The Challenge:

My biggest goal for this project was to create a Houdini tool that leverages procedural generation while still giving artists control. In the past, my projects have mostly either been primarily procedural (where the artist tunes some input parameters and then scrubs through random seeds for an output they like, ex: my cherry blossom l-system project) or primarily art directed (where the artist specifies all details which directly create an output, ex: my pagoda making tool). My goal was to create a process that takes advantage of both of these approaches.


The final solution was a tool with the following workflow:

Terminology: “layers” are the large structure pieces like pillars and roofs that make up the tower. “features” are the smaller details that are dressed on top of layers.

You can see this workflow being demonstrated in the video on the right.