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Procedural Mine Shaft - Houdini x UE5

Gameplay video - UE5 Build

In-Engine mineshaft generation tool - UE5

Wooden support parameters - UE5

Mine mesh process - Houdini

Supports mesh process - Houdini

Minecart tracks process - Houdini

Minecart interaction - UE5

Mesh spatial cell separation - Houdini

Mesh spatial cell separation - Houdini

Ground detection - Houdini

Ground detection - Houdini

Supports generation with dirt mask - Houdini

Supports generation with dirt mask - Houdini

Spiderweb generation - Houdini

Spiderweb generation - Houdini

Procedural Mine Shaft - Houdini x UE5

Minecraft but RTX-On.
This project has been a university assignment completed in a couple of weeks. The goal was to create a procedural, walkable and realistic underground environment. I chose to build it using Houdini and its integration in Unreal Engine 5, HoudiniEngine. Using spline components, the mineshaft can be quickly blocked out and previewed in lower resolution for faster editing. Intersections are automatically solved thanks to voxel remeshing and wooden support structures automatically placed and conform to the surrounding tunnel shape, prioritizing believability and minimizing bad generation. Options to customize the look of the environment are available in the editor. Baking proximity data into vertex colors allows for natural material blending. Cobwebs can be generated in tight and occluded areas with custom UVs for texture mapping.

For presentation purposes, materials as well as log and minecart assets were used from the Quixel Megascans Library.