Procedural 3D Modular Tiling Stonework
Different tile patterns generated in Houdini COPs, with each tile separated and assigned a unique ID via connectivity

Different tile patterns generated in Houdini COPs, with each tile separated and assigned a unique ID via connectivity

Transferring the pattern from COPs to UV mapped planar geometry, isolating each tile as it's own piece of connected geo, and sliding the rows to create a tiling/interlocking form.

Transferring the pattern from COPs to UV mapped planar geometry, isolating each tile as it's own piece of connected geo, and sliding the rows to create a tiling/interlocking form.

Iterating over each individual tile in a loop to create the high resolution brick geometry.

Iterating over each individual tile in a loop to create the high resolution brick geometry.

The bricks after iterating through the entire loop, a low-resolution VDB remesh of the bricks to create "mortar", and then merging the bricks and mortar together.

The bricks after iterating through the entire loop, a low-resolution VDB remesh of the bricks to create "mortar", and then merging the bricks and mortar together.

Automated low-poly generation and UV mapping, high resolution vertex color data, and the baked output.

Automated low-poly generation and UV mapping, high resolution vertex color data, and the baked output.

Assets brought into Unreal and using the baked vertex color textures to drive material creation.

Assets brought into Unreal and using the baked vertex color textures to drive material creation.