Neon Signage Generator

Generate neon sign with text / spline / image input directly in editor.

This highly optimized Houdini tool offers seamless neon sign generation directly in the editor, supporting three distinct inputs: text, splines, and images.

The sign automatically scales and adjusts to fit user-defined bounding boxes, offering a powerful and flexible solution for any layout. Designs can be further customized with a range of parameters, including character spacing, oblique angle, character wiggle, and the neon tube’s flickering amount. Control is also provided over the backing plate’s appearance to finalize the sign’s look.

The tool utilizes multiple UV channels to pass random seed, allowing to easily switch between per-text, per-character, or per-stroke customization and randomization.

Lei Wu’s Tech Art Portfolio

Versatile Technical Artist with a background as a parametric architect and with 5+ years of Houdini experience in developing reusable tools and optimizing pipelines to deliver scalable solutions.

Pratical experence in shader & VFX creation, passionate in creating dynamic visuals, with scripting skill to implement smooth in-game integration.

Project-based experience with object-oriented programming in C#; and Python scripting for workflow automation. 8 years experience producing technical documentation to support in-house tools and pass knowledge across disciplines.

Strangler Fig Generator

A banyan tree in-engine generator without speedtree.

This tool procedurally generates banyan-like aerial roots that “strangle” environment meshes—ideal for ruins, cliffs, temples, and overgrown wilderness scenes.

Inspired by the chaotic root systems of strangler figs and banyan trees, the HDA adapts its growth to any static mesh input using collision-aware algorithms and customizable growth behaviors. It features trunk + sub-branch generation, aerial root simulation, foliage, hanging roots, moss, and real-time optimization.

Roots wrap, cling, or hang freely based on user-defined gravity, tropism, aggregation, and bifurcation settings. Users can preview probability maps, adjust pruning logic, and tweak visual density—all from a clean, slider-based UI.

Outputs are game-ready: LOD chains, Nanite-ready meshes, UCX collisions, and lightweight billboard foliage are auto-generated on bake. Companion elements like moss, wrappings, and foliage clusters help ground the tree into surrounding geometry.


Highlights

Dynamic root wrapping around arbitrary meshes

Interactive control curve for trunk placement

Customizable growth logic (gravity, neighbor influence, bifurcation)

Preview modes for root distribution and pruning

Game-ready output (LODs / Nanite / collisions / instancing)

Optional companions: moss, ground foliage, wrapping vines, hanging roots