In this SideFX Houdini tutorial, I'll go over how I created this procedural model of Telephone poles / Utility poles as an HDA (Houdini Digital Asset). By simply drawing a curve on top of your landscape - it automatically generates your telephone poles with hanging wires. I'll break down how I used a Ray SOP to project the input curve onto the ground (which is a grid distorted with a Mountain SOP), and how I used a resample to control the amount of telephone poles. After Ill show you how to use that curve to generate hanging telephone pole wires using a foreach SOP that iterates through each part of the curve, resamples it, and uses an attribute wrangle with a bit of VEX to adjust the points Y position with random offsets, for each hanging wire. I'll also show you how I built the crossbar using copy to points, a chain SOP, and grouping points for easily extracting points and parts of the mesh for perfect placement, using Blast SOP's. As with anything in SideFX houdini, there are a ton of ways to approach procedural modeling, but hopefully this gives some tips & tricks for creating your own HDA's.
For more SideFX houdini tutorials, procedural tutorials, 3ds Max tutorials, and TyFlow content, visit:
https://edstudios.ca/
You can download this Houdini project file (.hip / .otls) on my patreon page:
/ edstudios