There are three layers of skills you need to learn here:
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How to build art that works well when composed in modules, and that can be parametric (“number of storeys” for a house and so on.)
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How to compose a good scene using parameteric and procedural assets.
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The actual knobs you turn in Houdini, or PCG, or Blender, or any other tool, to actually configure those things.
Skills 1) and 2) will transfer between any kind of tool you use; skill 3) is a matter of sitting down and doing examples for a few hours or days, once you need to learn a new tool. (If you can do it next to someone who’s already an expert, who can answer questions, that greatly accelerates the job, btw – one of the benefits of in-office in-company work!)
So, if you’re new, the most important parts are steps 1) and 2). Those will serve you for most of your career. Chances are, 10 years from now, neither Houdini nor PCG will be the cool hotness, so no matter where you start, transferring those basic skills to a new set of knobs is in your future.
The good news here is that you can start on any one of these tools! PCG is good, although it doesn’t really have the “build and texture the meshes” pipeline down. Blender is good. Houdini is good. Whichever one you start with, is really a personal preference, and should mainly be informed by how easy it is for you to get help/instruction on the tool you choose. If your best buddy is a Blender wiz, well, that should answer the question!