
HDAs for Games
Procedural Houdini Digital Assets (HDAs) for use in Unreal Engine and Unity.
About
Proceduralism
By using HDAs and procedural tools, artists and developers can speed up repetitive tasks that would take valuable time to complete by hand. I develop procedural tools with the intent to make workflows more productive and intuitive.
Procedural Lamp Generator

This Houdini HDA generates customizable lamps of various styles along a curve path drawn directly in the viewport, giving the user full control over incorporating beautiful lighting elements into a scene.

Seamless integration of the HDA's parameters with UE5 using the Houdini Engine plugin. Lamp instancing is controlled without needing to directly interface with Houdini.
I embedded the generation of each lamp variety into sub-networks and used Switch node logic to toggle options, which allows the user to control the lamps easily via checkboxes and sliders.

Procedural Chaos Fracturing

This HDA fractures mesh for chaos effects within Unreal Engine, automatically unwraps UVs while preserving the original textures, and assigns interior materials with a drag-and-drop system. It can fracture with simple voronoi patterns, in complex concrete, and in glass.

Unreal Engine Chaos physics attributes are initialized in Houdini, so that the fractured meshes are simulation-ready when they get to Unreal.
The parameter interface is minimal, with checkboxes, sliders and drag-and-drop boxes to use in Unreal. Everything is set up inside the HDA for ease.
