Procedural Modular Building System
A collection of procedural building generation workflows developed in Houdini, exploring both fully procedural and hybrid modular approaches. While the individual generators target different architectural styles and use cases, they share a common focus on scalable variation, artist control, and reusable procedural logic.



The system supports both fully procedural workflows and hybrid modular-kit assembly for production-oriented environment creation.
1) Fully Procedural Mode
Designed for high-volume generation workflows where speed and variation are the priority:
- Procedural footprint interpretation and lot fitting
- Floor, facade, and roof generation from exposed controls
- High-volume seed variation for fast lookdev and layout exploration
2) Hybrid Mode
Use Hybrid Mode when you need to preserve hero building uniqueness or match specific concept art, while still benefiting from procedural layout and variation.
Technical Highlights
- Attribute-Driven Variation System: per-building attributes (building scale, procedural modules size, style ID, floor class, facade rhythm, material set) drive deterministic variation and downstream shading.
- Procedural UVs: Automatic UV generation for facade strips, trims, and roof sections with stable texel density and repeat controls.
- Data-Oriented Output: Clean attribute schema for export to game engines and material pipelines.
- Scalable Controls: Seed, footprint, floor count, floor height, and window spacing exposed through an artist-friendly HDA interface.
Unreal Implementation
Real-time use of building HDAs inside Unreal Engine 5 via Houdini Engine:
Architectural Variants
While the generators target different architectural aesthetics, many of them share similar procedural foundations and variation workflows underneath.
Desert / Middle Eastern Architecture

Modern Architecture

Urban Architecture

Results
- Faster building creation versus manual modeling workflows
- Large batches of coherent building variants from compact rule + kit inputs
- Improved iteration speed for procedural, environment, and technical art teams
- Reusable pipeline-ready outputs for both procedural-only and modular-assisted production


