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Interactive Python States

** Interactive Python States | Click-Extrude Tool overview and Favela Generator demo **

Check this post on the website for full details, as well as a downloadable .hip file:
https://particula.org/interactive-python-states/

Follow me on twitter for more regular updates on this and also other things I'm working on:
https://twitter.com/ribponce

In this video we take a look at python viewer states inside Houdini 18, and how its practicality can help technical artists develop interactive, easy-to-use tools for fast and smart content creation.

This is where all started. On the first iteration of this project the only accepted input was a flat grid. It also relied solely on extruding primitives, which later forced me to search for other alternatives.

This is where all started. On the first iteration of this project the only accepted input was a flat grid. It also relied solely on extruding primitives, which later forced me to search for other alternatives.

Still using an old medieval roof asset I created previously, in here I was already able to achieve the results I envisioned for the cells behavior, but still wasn't satisfied with the fact that only flat inputs were accepted.

Still using an old medieval roof asset I created previously, in here I was already able to achieve the results I envisioned for the cells behavior, but still wasn't satisfied with the fact that only flat inputs were accepted.

The project took a sharp turn, and I decided to attempt and create a tool that could generate favelas (slums) instead of little medieval buildings, to take full artistic advantage of the newly implemented acceptance of any quad grid as input.

The project took a sharp turn, and I decided to attempt and create a tool that could generate favelas (slums) instead of little medieval buildings, to take full artistic advantage of the newly implemented acceptance of any quad grid as input.

I was always concerned about performance, and made sure that everything was inside compiled blocks, whenever applicable. From here, I spent time implementing streets, as well as a random generator within the tool, both of which can be seen in video.

I was always concerned about performance, and made sure that everything was inside compiled blocks, whenever applicable. From here, I spent time implementing streets, as well as a random generator within the tool, both of which can be seen in video.