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Tatooine - Procedural Toolkit

A showcase of 3 procedural tools I created with the Mos Eisley Outskirts project in mind.

Procedural Houses:
For the project, I needed a way to quickly generate a large number of unique buildings to populate a city. I built a procedural tool in Houdini as a digital asset that could be modified in-engine, giving full flexibility between compact square structures and taller tower-like forms. It uses modular assets—like windows and doors—combined with procedural controls to allow fast iteration and variation.
For the Tatooine project, I needed a way to quickly generate a large number of unique buildings to populate a city. I built a procedural tool in Houdini as a digital asset that could be modified in-engine, giving full flexibility between compact square structures and taller tower-like forms. It uses modular assets—like windows and doors—combined with procedural controls to allow fast iteration and variation.

The red and green vertex colors come from baked curvature data. Red highlights edges, useful for driving edge wear in Unreal materials, while green appears in crevices and corners, perfect for adding dirt or shadow masks.

The second tool is a Wall generator.
Just like with the building tool, I wanted something to help block out sections of the environment—this time with walls. I ended up creating a spline-based wall generator in Houdini. One spline defines the wall path, and a second spline controls where the openings should be.

It uses similar logic to the house tool, including parameters like pillar density and baked vertex masks for material blending.

Lastly, I wanted a way to add wires and cables into the scene so I made a wire placement tool inspired by Simon Verstraete’s Titan project. It lets the user draw a spline and generates wires along it with dynamic simulation. Wires can either be pinned to the points spline or unpinned—allowing them to drop and interact with scene geometry.

Controls for size and shape, pillars, window, UV size, roof, edge smoothness and left/right side addons.

Also a curvature based vertex color mask

Curvature mask with modifiable materials

Using the tool to generate buildings in engine

Walls and openings generated across an input spline

Simulated wire tool. Can either be pinned along user input or rely solely on collision