Here are a few tests I was able to do in Houdini when we were trying different software for procedural generation. The main purpose of this was to test the Wave Function Collapse feature within Houdini, and see how we could potentially utilize it to rapidly build chunks of levels through the Unreal plugin. I was able to build a few data tables with our in game assets and match them to the Wang Tileset for the WFC feature. The other tool I was able to test out on our Houdini trial was the building tool, where we could instance an arrangement of assets from a data table to a normal Unreal cube.
Wang Tileset brought into Unreal with the Wave Function Collapse feature working with random seed generation. (c) 2023 BonusXP, Inc.
Our in game assets in place of the Wang Tileset generating different versions with the random seed. Each neon pylon or trash prop would be replaced with a blueprint for our proprietary tapestry system, which would spawn random props. (c) 2023 BonusXP, Inc
The building tool working with a few rough assets from our game that is drawn from a data table. (c) 2023 BonusXP, Inc.