House Generator Tool

This is my first venture into building tools with Houdini for games. I created this tool because I want to be able to generate an entire neighborhood with unique homes for a future project. This tool is still very early in development, and I plan to add much more variety as I go including plans to implement awnings, balconies, stairs, interiors, and functional doors. The current tool works as shown in Unreal Engine 4.26, and likely would work in Unity Engine since the only requirement to run the tool is Houdini Engine support. I have not made this tool available to download yet since there are still many features to come, and I think it will be worth the wait, but I couldn't resist showing you what I've been making this past week, and I appreciate any feedback, suggestions, or ideas to make this even better.

All models, textures, and renders are my own. The scripts are an amalgamation of roughly 50% original by me and 50% borrowed from various tutorials.

Correctly Proceduralizing the Tool means that the model is designed to be adjusted in real-time without destroying the UV unwraps or texel-density.

Correctly Proceduralizing the Tool means that the model is designed to be adjusted in real-time without destroying the UV unwraps or texel-density.

 All walls are unwrapped to be seamless with neighboring geometry. Shared verts are welded and face-normals are re-calculated anytime the user makes an adjustment.

All walls are unwrapped to be seamless with neighboring geometry. Shared verts are welded and face-normals are re-calculated anytime the user makes an adjustment.

All of the User-End adjustment settings can be easily found in the Unreal Houdini Engine Panel once imported. Each wall has the unique ability to select between Wall, Door, Window, or empty space.

All of the User-End adjustment settings can be easily found in the Unreal Houdini Engine Panel once imported. Each wall has the unique ability to select between Wall, Door, Window, or empty space.

Importing the .hda file of the tool into Unreal gives you a four-point spline. This view is what you see when you click "Layout Edit" mode. Alt-clicking and dragging a node will add a new point and add a new room to the house.

Importing the .hda file of the tool into Unreal gives you a four-point spline. This view is what you see when you click "Layout Edit" mode. Alt-clicking and dragging a node will add a new point and add a new room to the house.

The spline generates the base house.  Everything generates as seen with basic material ID colors.

The spline generates the base house. Everything generates as seen with basic material ID colors.

Each of the bright color IDs can be quickly swapped for any tiling material inside of Unreal.

Each of the bright color IDs can be quickly swapped for any tiling material inside of Unreal.

Change the floor count to 2, 3, or even more to add verticality to your house in an instant.

Change the floor count to 2, 3, or even more to add verticality to your house in an instant.

You can also go back and edit the shapes of windows, depth of doorways, size of the rooftop, etc., and toggling the "style" button in the menu can swap the standard wall for a modelled wooden-plank wall as seen on the second story of the house.

You can also go back and edit the shapes of windows, depth of doorways, size of the rooftop, etc., and toggling the "style" button in the menu can swap the standard wall for a modelled wooden-plank wall as seen on the second story of the house.

You can even change the shape of the Spline and add new hallways or wings to the house.

You can even change the shape of the Spline and add new hallways or wings to the house.