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Flip’s Convenience — Houdini COPs Procedural Material Workflow

Overview of Flip’s Convenience. Inspired by 'Kim's Convenience', one of my favourite TV Shows filmed here in Toronto!

Close-up of the storefront.

Close-up of the storefront.

Dumpster view.

Dumpster view.

Street corner view.

Street corner view.

Close-up of graffiti. Graffiti was created using geometry rasterization in Copernicus.

Close-up of graffiti. Graffiti was created using geometry rasterization in Copernicus.

I modelled the assets blender and textured in Copernicus.

I modelled the assets blender and textured in Copernicus.

Materials created in Copernicus and imported into Unreal engine.

Materials created in Copernicus and imported into Unreal engine.

Example of a HDA material.

Example of trimsheet creation in Copernicus. I created the trimsheet geometry and the rasterize it.

Decals created with Copernicus.

Decals created with Copernicus.

Example of how I created graffiti for my environment. I rasterized the pighead testgeometry and played with different masks for the fill and outlines of the pig.

Examples of custom HDA noises and generators that I used in my materials such as stylized brushstrokes, scratches, dents, grunge streaks, position gradient generator, and a stylized edgewear generator.

Example of using the 'Bake Geometry Textures' node for texturing props.

I also made RGB masks for stylized clouds using 'cloud shape from polygons' geometry and rasterizing it. Each RGB channel can be controlled in Unreal Engine to create a cloud material.

References of Toronto. I spent a lot of time wandering around Downtown Toronto during this project.

References of Toronto. I spent a lot of time wandering around Downtown Toronto during this project.

Flip’s Convenience — Houdini COPs Procedural Material Workflow

During my internship at SideFX, I explored Procedural Material Workflows for stylized real-time game environments inside Copernicus. Flip's Convenience was inspired by the TV show 'Kim's Convenience', which was filmed in Toronto, Ontario.
For this project, I transferred my knowledge from Substance Painter & Designer into Houdini Copernicus, experimenting with procedural texturing workflows for game-ready materials, trimsheets, and environment assets.
Models were created in Blender. Textures were created in Houdini Copernicus.
Special thanks to the SideFX Labs team and Alex Hamer for their guidance and support throughout this project!