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Automating Alphacards creation from Quixel Bridge Atlas with Houdini

Here's a quick breakdown of my latest project. I created a workflow to transform atlases from Quixel Bridge into alphacards using Houdini. Then I sacttered them in an Unreal Engine scene with Procedural Content Generation (PCG).

In this automated workflow, the input required is the opacity mask texture from the selected atlas. The HDA provides flexibility to modify several parameters, such as the card size (to match the texel density of the atlas), the axis on which the card is aligned, and the pivot point location. Once the desired adjustments are made, you simply specify the output name and the destination folder path. The tool will then recursively export all alphacards as FBX files, thus automating the process, saving time, and making it easy to use.

To showcase the process and its final use, I used PCG (Procedural Content Generation) in Unreal Engine. The render (made in the 'Electric Dreams Environment' level by Epic) shows a simple PCG graph that scatters various alphacards generated from different atlases using my HDA tool. This demonstrates the versatility of the tool and its ease of use and integration in different environments.

Check out the video below to see the full process in under a minute.

Feel free to reach out if you have any questions about the workflow or want to know more about the process!