So I've just watched this video -
http://www.youtube.com/watch?v=LxpSFwCjezI#t=45
I has been thinking about trying to do something like this in Modo with controllers and so on and then I saw this video. I have heard about Houdini but never had time to research. It looks like the app is particularly suited for procedural approach.
So do you use something like that in your workflow? What's your opinion on procedural modelling in general?
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In addition, how will these models smooth? It says it creates relatively smooth geo, but if you have to spend an hour cleaning it up, it's not worth it.
From what I've seen by reading WIP's and folios, most pros develop their own kitbash sets as they work on projects. So a set may have pistons, bolts, trim, etc. Furthermore, while I could be wrong, I don't think anyone really uses Houdini to model.
From last year, SideFX, the Houdini producer, created the Houdini Engine, which you could consider it as a "plugin engine": it runs Houdini assets directly in Maya and in Unity.
Here are some videos showing Houdini Engine for Unity in action:
https://vimeo.com/72319223
https://vimeo.com/82124520
https://vimeo.com/88794901
In the same Vimeo channel, you'll find useful movies covering all the topics (modeling, particles, lightning...) if you'd like to try Houdini.
This video shows a level creation in Houdini, then exported to Unreal:
https://www.youtube.com/watch?v=0jgV58ffSwg
On http://sidefx.com/ you'll find some articles about how game companies used Houdini.
Last, but not least, there's a totally free (not for commercial purpose) Houdini version, Apprentice, you can download and use it with little restriction for rendering dimension and logo on it, but it works EXACTLY as the commercial version.
You need more? Just try by yourself and see
yes, I have been looking into this plugin for some time and it's really awesome. My friend in archviz has been using it for years.