Procedural Generation

A dynamic mushroom cave environment generated using Houdini and Unreal Engine.

Developed as a final-year university project, this environment explores procedural generation techniques to dynamically construct diverse cave layouts. While some foundational prop assets were sourced from Fab, the core technical focus was building robust, rules-based systems for terrain and asset spawning.


Core Features
  • Houdini Asset Generation: Engineered procedural 3D mushroom models in Houdini, allowing for infinite variations and mutations when imported into Unreal.
  • Dynamic Cave Structures: Implemented systems to randomly generate structural cave walls, ensuring entirely unique room shapes on every iteration.
  • Context-Aware Spawning: Developed logic to automatically populate the ground with randomized flora based on underlying terrain textures and stone elevation data.
Small Mushroom Spawn Graph
Landscape Layer Filtering: Utilized PCG Attribute Filters to read the underlying Landscape Layers. This routes the logic to ensure specific mushroom variants only generate on appropriate soil types, while dynamically avoiding man-made paths and water volumes.