Make a Houdini HDA an Artist Can Use
The brief
Build a procedural asset (modular wall, rock scatter, or pipe run) as an HDA with no more than 8 exposed parameters. It must fail gracefully on bad input and produce game-ready output with UVs and correct pivots.
Starter assets
An empty Geometry node. Decide your asset's single job in one sentence before you build anything — scope creep is the main failure mode here.
Performance budget
- Cook time under 2 seconds at default parameters.
- Output under 20k triangles at default settings.
- 8 exposed parameters or fewer.
Engine instructions
Milestones
Define the contract
Write down the input (what geometry or curve the artist supplies), the output (game-ready mesh with what attributes), and the one sentence describing the asset's job.
Build the core network
Get the geometry generating correctly with hard-coded values first. Do not expose anything yet.
Promote and design the interface
Promote only the parameters an artist genuinely needs. Group them, name them in artist language, set ranges and defaults, and add tooltips.
Validate input
Add checks for missing input, degenerate curves and zero-scale. Emit a readable node warning or error instead of cooking garbage.
Game-ready output
Add UVs, set the pivot, name the material groups, and triangulate or keep quads according to your target engine. Verify the import.
Document and hand off
Write a one-page usage doc with a parameter table, two example configurations and the known limitations. Have someone else use it without your help.