What's state of procedural geometry creation in modern 3d packages ? Where it's more artist friendly ? I am talking not about some complex particle effects but rather typical procedural environment generation ? Starting form something as trivial as alternating wall blocks , building modules along a splines or sketch drawing texture ?
it's not that hard in my experience with arraying random mesh instances but when it comes to UV-ing /texturing actual procedural geo, proper decals distribution and most of all LODS/geometry degradation system all those tools are turning into never ending research projects. Does anyone have an opinion?
I am curious about Sverchok and a possibility of incorporating it into in-house, never going to be published level editor.
ps. I spent a while trying to learn Houdini decade ago then decided I am just wasting time. Kind of for a sake of a sport, not actual production where desirable results could be reached much more simpler and quicker ways. But scenes are getting more and more complex every next year since.
Replies
If you're serious about generating a lot of stuff and want to build systems go with Houdini and accept you're going to have to either learn a lot or hire someone to do the work.
If you want powerful instancing, non destructive modelling and free uvs then use Max, learn how to properly deal with the parametric tools, animation/placement controllers and accept the fact you're going to need to write code or hire someone to do it.
MCG is a dead end - it is more effort than simply writing the code.
it's a difficult decision .
Houdini is a great platform but it's really something you have to commit to and invest in
Left field suggestion... Use unreal blueprints and export the results. Christ knows how the licensing would work but at least it's not 10k a seat and utterly impenetrable like Houdini.
As well as the runtime scripting you have construction scripts that run in editor - which is where you'd do the work.