A Houdini-Driven Procedural Pipeline for Hyper-Modular Buildings with Integrated Destruction and Dynamic Weather Systems
Siyu DENG
Art Creation
A Houdini-Driven Procedural Pipeline for Hyper-Modular Buildings with Integrated Destruction and Dynamic Weather Systems
For my Thesis, I recreated the iconic bathhouse from Hayao Miyazaki’ s Spirited Away. I developed the entire environment using a Houdini-to-Unreal workflow, focusing on hyper-modularity and including two distinct phases of destruction and three types of dynamic weather.
The modular architecture was procedurally generated in Houdini for Unreal Engine. To handle the dense buildings in the background, I adapted the Skyline algorithm, traditionally used for atlas packing, to automate the layout. I also implemented a trim sheet workflow to maintain high visual fidelity while optimizing the modeling and texturing process. The destruction sequence is divided into two stages. First, I analyzed real-life references to create realistic structural fractures. I then utilized Houdini’ s RBD( Rigid Body Dynamics) to simulate physics, which was ultimately imported into Unreal
via VAT( Vertex Animation Texture) materials for seamless playback.
I integrated three dynamic weather systems, including an anti-gravity earthquake, black hole absorption, and crystal rain, into a cohesive narrative using cinematic camera work. These scenes combine various VFX( visual effects) layers, including FFT oceans, custom skybox material, and volumetric clouds. Notably, the black hole sequence interacts directly with the previous destruction simulation.
This thesis project has been an invaluable journey, teaching me the complete pipeline from concept to game-ready execution. Mastering these professional workflows in Unreal and Houdini has fueled my passion for game art, giving me the confidence to continue creating unique, immersive visual experiences.
10 ART CREATION