Procedural City Generator

Technical Artist

A Houdini City Road Generator based on the weighted vector field.

toolsHoudiniVEXPython
Procedural City Generator

Project Overview

This project develops a procedural road network generator that operates based on a weighted vector field derived from terrain geometry. Inspired by the web-based City Generator, I implemented the SIGGRAPH 2008 paper, "Interactive Procedural Street Modeling" and adapted the concept into Houdini using VEX. This tool provides users with extensive controls to tailor the final output, enabling the generation of refined road meshes suitable for production.

Parameters

- Terrain Amplitude: Controls the height variation of the terrain.

- Scatter Points: Number of initial seed points for road generation.

- Scatter Method: Algorithm used to distribute seed points.

- Blend Center Type: Determines the blending mode for city centers.

- Center Number: Number of city centers to generate.

- Center Seed: Random seed for center placement.

- Center Falloff: Controls the influence radius of each center.

- Center Falloff Remap: Remaps the falloff curve for finer control.

- Center Influence: Strength of each center's effect on road layout.

- Smoothness: Adjusts the curvature of generated roads.

- Primary Road Width: Width of main roads.

- Secondary Road Width: Width of secondary roads.

- Minor Road Width: Width of minor roads.

Reference

- Chen, Guoning, et al. "Interactive Procedural Street Modeling." ACM Transactions on Graphics, vol. 27, no.

- Procedural Generation For Dummies: Road Generation

Technical Details

Tools Used
Unreal Engine 5NiagaraSubstance DesignerHLSL
Category
tools