(WIP) Procedural Thai Interior: Houdini Asset Tool

This project is a UE5 remastered version of an old UE4 environment I did at SCAD. The goal is to learn how to use Houdini and incorporate it into Unreal Engine. I didn't have too much time to work on this and it is still a work in progress, but I am satisfied with where this is going.

When gathering reference images, I try to look for motifs and elements that makes a Thai architecture. It's really easy to confuse Thai, Indo and Chinese traditional interior designs since they came from the same root.

When gathering reference images, I try to look for motifs and elements that makes a Thai architecture. It's really easy to confuse Thai, Indo and Chinese traditional interior designs since they came from the same root.

Luckily, I am Thai (lol) and have been around Thai architecture for a long time. I can easily discern the differences. Though some of the Chinese furniture design can be found in classic Thai interior as they use to import those from China.

Luckily, I am Thai (lol) and have been around Thai architecture for a long time. I can easily discern the differences. Though some of the Chinese furniture design can be found in classic Thai interior as they use to import those from China.

After that, I sketched out a rough layout of the scene. I usually ideate through sketching out my ideas and experimenting with different layouts and storytelling.

After that, I sketched out a rough layout of the scene. I usually ideate through sketching out my ideas and experimenting with different layouts and storytelling.

I breakdown the scene into multiple modular elements and recreate them in Maya and Houdini.

I breakdown the scene into multiple modular elements and recreate them in Maya and Houdini.

I imported the Houdini asset into Unreal and here I was able to adjust the interior to fit my need.

A wicker basket generator made in Houdini. I added an AA-noise to the pointVOP, creating imperfection to achieve a handcrafted look.

I also set up a simple base material that takes vertex color input allowing me to paint imperfections and break up the texture. For optimization purposes, I limit the vertex paint to just the blue channel.

I also set up a simple base material that takes vertex color input allowing me to paint imperfections and break up the texture. For optimization purposes, I limit the vertex paint to just the blue channel.

I'm still working on a bunch of the assets for the scene and this WIP daybed is one of them :).

I'm still working on a bunch of the assets for the scene and this WIP daybed is one of them :).