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Procedural Overdose

So i build whole procedural system of destroyed town. Each building is build from brick by brick. No textures. the workflow went like this. Generate set of bricks, useing boolean+fractal noise, generate pointcloud for bricks.. Simulate collaps of building. export pointcloud with ID and orient attributes. import them in clarisse and re asemble. Shade useing procedural shaders. Back to Houdini. generate city layout proceduraly for buildings... basically another pointcloud... and export... to clarisse so we have scatter on scatter on scatter  
Hope u like project... was going to be animation but... 200 frames of pointcloud of 1 building is 10-20gb of data. And i had around 20 buildings.. and sadly only 60gb on disc... Maybe next time 

Main shoot, AOV work and singular aov denoise, done in Blender. Color correction.. etc.. done in Fusion.

Main shoot, AOV work and singular aov denoise, done in Blender. Color correction.. etc.. done in Fusion.

Heli cam type of shot. there was idea to make blackhawk hang on that empty area dropping people but that would make project way longer... and i wanted to finish it before end of the week...

Heli cam type of shot. there was idea to make blackhawk hang on that empty area dropping people but that would make project way longer... and i wanted to finish it before end of the week...

Viewport screenshot from Clarisse 229 trilion primitive count. 3 types of buildings. 7 tall, 7 mid, 5 small. 4 uniqe VDB's smoke sims. Peak Ram usage at render time. below 10GB. working on project 6GB. (this is whole system ram usage) ubuntu 18.04 LTS

Viewport screenshot from Clarisse 229 trilion primitive count. 3 types of buildings. 7 tall, 7 mid, 5 small. 4 uniqe VDB's smoke sims. Peak Ram usage at render time. below 10GB. working on project 6GB. (this is whole system ram usage) ubuntu 18.04 LTS

one stuff that i really like in clarisse that u can display all materials, scatters, files everything in 1 node view.. and simply control whole project like that.. i can use noise pattern from 1 material and drive other material with it.. synchronized..

one stuff that i really like in clarisse that u can display all materials, scatters, files everything in 1 node view.. and simply control whole project like that.. i can use noise pattern from 1 material and drive other material with it.. synchronized..

Procedural Brick. Multiple variants generated.. Each brick is fractured in to 2 peaces. So.. when i am doing simulation (on packed RBD) they can split in half.. Half of the bricks are replaced with fractured one for optymalization purpose.

Procedural Brick. Multiple variants generated.. Each brick is fractured in to 2 peaces. So.. when i am doing simulation (on packed RBD) they can split in half.. Half of the bricks are replaced with fractured one for optymalization purpose.

The gray box is placeholder for brick... and this is procedural concreat that bonds all bricks toghether... same system as bricks... to get those nice surface i simply use.. Noise multiplayed by P in vex.. (aka displacment) and simply boolean the diff.

The gray box is placeholder for brick... and this is procedural concreat that bonds all bricks toghether... same system as bricks... to get those nice surface i simply use.. Noise multiplayed by P in vex.. (aka displacment) and simply boolean the diff.

layout of district of town. I generate 3 types of zones. it could be done better but concept stage worked so didn't bothered to make it more flexible.. i am useing UV layout node to pack my bounding boxe's of my buildings and that way i fill my zones...

layout of district of town. I generate 3 types of zones. it could be done better but concept stage worked so didn't bothered to make it more flexible.. i am useing UV layout node to pack my bounding boxe's of my buildings and that way i fill my zones...

Even tho there is 19 buildings. there are still, same buildings next to each other in few places... to fix this i simply made flip by 180 deg.. half of pointcloud (buildings).  Simple but works really well :P

Even tho there is 19 buildings. there are still, same buildings next to each other in few places... to fix this i simply made flip by 180 deg.. half of pointcloud (buildings). Simple but works really well :P

So this is how simulation prev looks like.. it is displaying points.. that have brightness linked with velocity... if i am simulateing few buildings at the same time each building get's random color.. because of point display u get 30fps easy..

So this is how simulation prev looks like.. it is displaying points.. that have brightness linked with velocity... if i am simulateing few buildings at the same time each building get's random color.. because of point display u get 30fps easy..

Another trick was i wanted to have control of how much building is collapsed.. + u don't want to simulate 100% of pointcloud if only 30-40% is acctualy destroyed... so useing procedural noise.. i simply split building in half for Collision and SIM,

Another trick was i wanted to have control of how much building is collapsed.. + u don't want to simulate 100% of pointcloud if only 30-40% is acctualy destroyed... so useing procedural noise.. i simply split building in half for Collision and SIM,