EPC2025 | Student Showcase

Опубликовано: 03 Август 2026
на канале: Everything Procedural
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Growing a Dandelion in Houdini | David Heer | BUas
This student showcase presents a semester project focused on creating a time-lapse of a dandelion’s growth. The presentation will cover the process, from geometry creation to animation and simulation, leveraging various contexts within Houdini to bring the plant to life.

Procedural Embroidery in Substance 3D | Roxana Moshashai | BUas
Roxana will present her procedural embroidery tool: a Substance Painter filter that converts any texture or paint information into embroidery. The tool allows artists to create various embroidery techniques, including freestyle embroidery, cross-stitching and beadwork.

Creating Procedural Rice Fields in Houdini & Unreal Engine 5 | Valentina Malavasi | BUas
In this talk, Valentina will showcase how she created a procedural rice fields tool built in Houdini and Unreal. She will explain how she leveraged terrain workflows as well as Unreal’s scriptable tools to create an easy-to-use tool for generating both rice terraces and flat rice fields.

Organic Grid System | Andrea Nydegger | BUas
Andrea will present a procedural tool that provides a building grid using splines. By using splines as a grid, assets placed on top have a natural flow to them, that is intuitive to work with. At the moment, the tool provides a visual foundation and limited data points to build a city.

Toolkit for User-Friendly HDA & Tool Management in Unreal Engine | Jan Procházka | BUas
Jan will present a toolkit for managing Houdini tools in Unreal, enabling tool restoration after saving, simultaneous multi-tool management, and tool chaining for complex results. A user-friendly interface ensures artists can fully utilize its capabilities without requiring Houdini expertise, streamlining workflows and enhancing creative possibilities.

Building Ever Bigger Worlds with HSWFC | Shaad Alaka | TU Delft
As hardware becomes stronger, and game worlds become bigger, there is need for better tooling to build them with. HSWFC is an adaptation of WFC, leveraging its inherent context-awareness and nebulosity in procedural-generation, allowing environment designers to seamlessly collaborate and sketch flexibly with respect to level of detail within a mixed-initiative editor.

Procedural Workflows for Dynamic Billboards | Seb van den Beemt | BUas
During this presentation, Seb will present his dynamic billboard system. Not only does this system offer procedural solutions for billboard mesh generation, but it also offers systems for dynamic billboard displays. Most notably, the text system, which generates dynamic text in runtime inside of shaders to add custom texts.

Procedural Animal Generator | Sahar Yousefi | BUas
Sahar will present her latest Houdini project: a tool to generate fully procedural creatures, from a cat to a cow and any combination of creatures with multiple limbs, neck, head and more, all with a high degree of parameter-based customization. The resulting creatures are rigged including some procedural animation. They will have anatomically correct muscles, generated procedurally with muscle and tissue simulation.

Everything Procedural is a yearly conference organised by the Games programmes of Breda University of Applied Sciences (BUas). The conference brings together experts and developers in the field of procedural generation and focuses on procedural game content and its application in AAA or innovative games.

https://www.everythingprocedural.com/

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