LEGO

Procedural LEGO Generation in Houdini This project explores procedural LEGO generation, lighting, camera composition, and animation, with the overall goal of creating a polished LEGO assembly or build sequence rather than a static image.

The procedural setup provides flexibility in creating and arranging LEGO elements while maintaining control over the final look and animation.

Created the top and bottom sections of the LEGO brick and combined them into a single HDA(Houdini Digital Asset). Added custom parameters to the HDA interface,allowing the user to easily adjust the number of top studs and the size ofthe LEGO brick.

This makes the tool flexible and easy to use, allowing different LEGO brick variations tobe generated without manually rebuilding the geometry.

Comparison image from LEGO Comparison image from LEGO

Switch-If checks whether the brick size is greater than 1:

ch("../size")> 1

If thecondition is true, the normal bottom geometry is selected. Otherwise,the small bottom geometry is used for smaller LEGO pieces.

This helps revent unwanted geometry overlap and allows the procedural LEGO system toautomatically adapt to different brick dimensions.

Handling the 1×1 LEGO Brick

A special condition is required for the 1×1 LEGO brick, which should not have bottom tube geometry.

The second Switch checks whether both dimensions are equal to 1:

ch("../sizex")== 1

ch("../sizez")== 1

If both conditions are true, the brick is identified as a 1×1 LEGO brick, and the Switch outputs a Null, meaning no bottom geometry is created.

For allother brick sizes, the appropriate bottom geometry selected by the first Switch continues through the network.

This conditional setup makes the LEGO HDA more intelligent and flexible, allowing it to generate different brick sizes while automatically adapting the bottom structure.