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Procedural Shit Pile Generator with Houdini and Unity

Shit Pile Generator, built using Houdini and Unity. This procedural modeling project allows the creation of customizable, visually engaging, and unique shit pile assets, achieved through a combination of Houdini’s robust procedural generation capabilities and Unity’s flexibility and power for game development and game art. At its core, in the project’s heart, there are two hinges of main components: the mesh generation, which is defined in Houdini, and the surface texturing handled within Unity, using a shader I created.

System in action

Final example

Final example

Node network used in this project to create the pile geometry.

Node network used in this project to create the pile geometry.

Entire Node graph of the Shader

Entire Node graph of the Shader

How my Custom UI Inspector looks like

How my Custom UI Inspector looks like

Declaring UI, UVs, Textures, and Vertex Colors. I used Register and Get Local Variable nodes to define surfaces

Declaring UI, UVs, Textures, and Vertex Colors. I used Register and Get Local Variable nodes to define surfaces

Calculating Hay and Mud Distribution

Calculating Hay and Mud Distribution

Hay, Mud, and Dry/Wet switch

Hay, Mud, and Dry/Wet switch

Calculating Final Values to feed the shader

Calculating Final Values to feed the shader