Your work is amazing. Im working on a university project right now and have the same problem with the separated meshes. I use the Object Merge Node to input my meshes from other Geometry Nodes. I need to enable the Pack Geometry feature to achieve separated Meshes in Unity, but with this feature i lost my collision group…
Bending & Distortion So one thing I didn't go over at all is that every house features a subtle distortion. Depending on the height and width of each house iteration (or otherwise put each house box). That means that a part of a house that's really high and thin will bend a lot, whereas a very low and wide house won't bend…
Colliders As this tool was originally thought to be used in a parcour game with bunny hopping and strafing mechanics, it was important to have fitting low poly colliders. Mesh colliders would of course have cost too much performance and I needed a strict separation between angled surfaces, flat surfaces and walls. Also I…
Material Meshes I decided to go for three materials (besides concrete plaster): metal plates, corrugated metal and wood. These materials will be meshes that are placed on top of each primitive after the distribution algorithm posted above. The meshes are quite low poly (around 1000 tris each) and each primitive only…
These Houdini articles are fantastic. I'm a firm believer that Houdini is going to become a critical toolset for 3D, and particularly for gamedev. I'd highly recommend hiring for people who have some Houdini experience, or learning the software if you are already a 3D artist. The nodes-based approach is quite easy to get…
Parameters Hiho! After being sick for a little while I'd like to show some further insight into how the tool's parameters work. #01 Visual walkthrough some of the most important parameters of the tool. #02 Parameters Closeup To be hosest I rarely use any other than the main parameters (iterations, seed, custom mode, lp…