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02 Using Building Engine

The document provides step-by-step instructions for creating a virtual building model using the buildingEngine digital asset library in Houdini. It explains how to: 1) Draw a 2D polygon curve to define the building lot, extrude it, and add labels to apply further nodes. 2) Divide the building into components like the facade, sides, and roof. Then subdivide the facade into floors and floor areas. 3) Insert real window and door assets into the floor areas using Insert nodes. 4) Visualize the entire building model together using an Object_merge node.

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dagush
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0% found this document useful (0 votes)
12 views

02 Using Building Engine

The document provides step-by-step instructions for creating a virtual building model using the buildingEngine digital asset library in Houdini. It explains how to: 1) Draw a 2D polygon curve to define the building lot, extrude it, and add labels to apply further nodes. 2) Divide the building into components like the facade, sides, and roof. Then subdivide the facade into floors and floor areas. 3) Insert real window and door assets into the floor areas using Insert nodes. 4) Visualize the entire building model together using an Object_merge node.

Uploaded by

dagush
Copyright
© Attribution Non-Commercial (BY-NC)
Available Formats
Download as PDF, TXT or read online on Scribd
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Jornadas sobre estrategias de generacin de entornos colaborativos virtuales

Creating a building with buildingEngine


Gustavo Patow Geometry and Graphics Group (GGG) Universitat de Girona (UdG)

buildingEngine

comes as a .otl A Houdini library of digital assets First thing, you must install the library

Install

Digital Asset Library

Select

buildingEngine

Now,

lets do the outline of our building Swap to a top viewport

And

create a Curve node

And

draw a (2D) polygon! (try not to make it too big or too small about 10x20 units would be ok)

Switch

back to a perspective viewport

And

rename our object to building

You can take the grid out

Extrude node
And

now add an Extrude (Digital Asset) node

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Extrude node
Extrude

is used to generate the mass model from the building lot

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But

nothing can be seen!

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Filters and Products


All buildingEngine nodes work with a system of filters and products. A filter is used to select the geometry we are going to operate onto A product is what this node produces They are modeled as Houdini groups So, the curve has no label and the Extrude node does not know on what to operate!
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So,

lets create a Group Geometry node, to add a label to the polygon

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Our

label will be lot

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Now, we can Filter: lot product: mass


height: 10 (?)

configure our Extrude node

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Now,

create a new Comp node And wire the Extrude into it

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First,

set the filter to mass

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Now,

set the number of components in our case, 3:


front facade side sides Top roof

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Our

new model is identical to the previous one Except that no bottom was selected!!!

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10

Now,

lets subdivide the facade into floors For that, create a Subdiv node and wire our Comp node into it

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Choose
filter: facade Axis: Y (default) Divisions: 2
Uncheck Approximate Value: 2 (absolute) Product: bottomFloor

Check Approximate Value: 1 (approximate) Product: floors


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As

this node is tuned for facade, itll only work on the facade It will result in two divisions: one fixed-size for the first floor And other representing the other floors
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Now,

lets divide the floors area into its several floor areas For that, create a Repeat op

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Repeat node
Is

identical to a repeated subdiv node It performs as many subdivisions as possible given


The desired individual area The total area to subdivide

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Repeat node

Set

filter = floors Product = floor Axis = Y (default) Check Approximate Value = 1.5 (approximate)
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Repeat Node

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Repeat node (II)


Create another Repeat node Wire the first one into this one Set
Filter = floor Product = window Axis = X Value = 1.5 approximate
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Repeat node (II)

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Subdiv (II)
Create

a Subdiv for the 1st floor Connect Subdiv1 to it

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Subdiv (II)

Set:
filter = bottomFloor Axis = X Divisions = 3
bottomWindows Value = 1 approximate door Value = 2 absolute bottomWindows Value = 1 approximate
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Subdiv (II)

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Non-linearity!
With

buildingEngine, we can be non-linear! For instance, wire the Subdiv2 into the Repeat2 already created Simply add bottomWindows to the Repeat2 filter!
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Non-linearity!

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Insert node
Now,

lets insert some real geometry! For that, lets create an Insert node And wire the Repeat2 to it.

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Insert node
Set

filter = window Product = ? Asset File = choose! RotateY = 180 (depends on your asset) Uncheck relative z Scale Z = 0.3
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Insert node

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Insert node
Lets

door

create another Insert node for the

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Insert node

Set

filter = door Product = ? Asset File = choose! Uncheck relative z Scale Z = 0.3

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Insert node

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Object_merge node
This

is a standard Houdini node Useful to visualize several nodes at once Like the Merge node, but without the wires!

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Object_merge node
Set

number to 2 And choose the insert nodes!

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Object_merge node

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More non-linearity

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More non-linearity

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More non-linearity

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Visualizing the entire model

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Add the roof to the visualization


At the Object_merge, increase the number to 3 And add the Comp1 node But do not forget to add only the roof group!

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The entire model!

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HDA

If wanted, we can create an HDA with the building nodes. For instance add
Building height (from Extrude) First floor height (from Subdiv1) Floor height (from Repeat1) Door with (from Subdiv2) Window width (from Repeat2)

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The entire model as an HDA!

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