This project was all about learning pdg in Houdini. It is made to batch or automate a lot of tasks. For instance rendering different images from a scene. What you see below is a TOP network with a few nodes. But the total project is large and involve vex and simulation.
Whats happening here is “room” generate rooms, “product” add different products to render and “propping” add different propping. To do this manually it will result in 44 different scenes. Imagine doing this manually. But! With top node, you generate this and even render it out. Good for a big production environment!
To set it up easy I made a Menu for changing the different room types. Under the hood you can change room size and whatever you want. But! for exploring the concept of PDG, I decided this is enough.
A really neat thing is that when changing the window dimensions you also changes the light box and light will accurately follow the sliders.
Menus for changing products and propping. All these things are then later connected into PDG network.
All products and propping can be modified with sliders. There is also possibilities to have external fbx files or other formats to load into when the pdg is running. Maby a library of a lot of products.
The wire is simulated and also inside the pdg network. This could also be a itteration thing for a contact sheet where you get different wire behaviors. Imagine the fast iteration to see hundreds of result on a contact sheet for a art director for instance.
Super simple setup, yet so powerful! To make this work I had to install image magic. Easy done, and then you can do a lot of image composite and other cool stuff. For instance a contact sheet.
PDG is awesome! This is a new tool in my toolbox in future projects. Whats really interesting is the upcoming support for substance nodes and with python there is ton of opportunities for various tasks. I even made a node fetching info from a server direct into Houdini with python to use for example in a PDG network. But! That’s another project.