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Faroe Islands / WIP

In this project i will try to make a big enviroment in Houdini / solaris with a full usd workflow.
The idea is to manage a full enviroment set , procedural shading and procedural scattering systems.
with some shots cameras inside de environment.
using Lod and cam culling techniques adapted to solaris workflow to let use "render as simple process" solaris render option to optimize render time.
building scatter system is procedural and modify the terrain to avoid clipping areas.
its a wip and test project with a lot of improvements in near future

testing scatteres

testing scatteres

testing scatters

testing scatters

testing scatters

testing scatters

workflow 1

workflow 1

shading test

shading procedural scatter test
terrain is deformed by the scatter system to put buildings on the ground avoid clipping areas

shading scatter test2
shading procedural scatter test
terrain is deformed by the scatter system to put buildings on the ground avoid clipping areas

atmosphere test

workflow 2

workflow 2

workflow 3

workflow 3

workflow 4 - shaing / scattering maps by erosion

workflow 4 - shaing / scattering maps by erosion

details 1

details 1

details 2

details 2

details 3

details 3

details 4

details 4

water level

water level

ref

ref

blocking scatter village

blocking scatter village

details

details

workflow test to optimize scene to solaris render as simple procces.

workflow test to optimize scene to solaris render as simple procces.

details

details

notes

notes

shot1

shot1

shot 1 scatter blocking

shot 1 scatter blocking

shading test ,
shading procedural scatter test
terrain is deformed by the scatter system to put buildings on the ground avoid clipping areas

shading test ,
shading procedural scatter test
terrain is deformed by the scatter system to put buildings on the ground avoid clipping areas

shot 1 out of cam range

shot 1 out of cam range

shot 1 out of cam range
shading procedural scatter test
terrain is deformed by the scatter system to put buildings on the ground avoid clipping areas

shot 1 out of cam range
shading procedural scatter test
terrain is deformed by the scatter system to put buildings on the ground avoid clipping areas

shading procedural scatter test
terrain is deformed by the scatter system to put buildings on the ground avoid clipping areas

shading procedural scatter test
terrain is deformed by the scatter system to put buildings on the ground avoid clipping areas

scatter grass with material

scatter grass with material