I've created a procedural building generator using Houdini and Unreal Engine, combined with a parallax interior shader that uses a texture cubemap array to create a lot of variation within the same material instance, making every window look different and allowing infinite variation! Inspired by the technique seen on Marvel's Spider-Man.
The generator combines Houdini Engine, Unreal Engine Data Tables and a bit of Python to allow the final user to create buildings with just a cube, while being able to change or add modular sets, patterns...inside unreal, so it's very easy to modify and use even if you aren't familiar with Houdini.
I've also included a short breakdown of how everything works.
Most of the used assets come from Fab (Modern City Downtown Megapack, Leartes Studios) and Megascans, with some manual editing to adjust them to my needs.
For the cubemaps, I used some assets from Archviz interior vol.3, Loft Office (Next Level 3D) and Paradise Motel Modular Pack (PropHaus)
HDA Showcase, working inside Unreal Engine. Modular Buildings set are from "Modern City Downtown".
Cubemap Shader Showcase. Every Room is an instanced mesh plane, sharing the same material instance.
HDA Parameters showcase. Used Houdini's "Building from patterns" as a base, and modified it to adjust it to my needs and overcome it's limitations.
How to easily add extra variations using the Meshes Data Table.
Shader Variation Breakdown, step by step.