Website powered by

Hide and Kill

Hey! this is my 2nd work in clarisse, and also first work that use new TOP/PDG system in houdini for generateing procedural assets. The image is a merge of 3 projects that were done over some period of time, first is the tank entirly modeled in houdini around 2000 nodes in tottal, as a test if houdini is a good modeler. During that part of work i made few tools like, multiple tools to make cables.. tool for patterns.. tool for bending shapes (sort of lattice). Tool for covering mesh with procedural mud. and few other optymalizations in typical day to day nodes. Some nodes were rewrite in vex for attribute control. Next chapter was the tree.. i made entirly from scratch procedural growing tree system, useing tops, it have shape based grow, density, age, wind.. etc typical stuff. it gave me library of around 100 trees with thumbnail for each one and tag so i can easly choose what tree i want..
From smaller stuff.. simple grass and rock generator and nice rope tool generator.

Rendered useing Clarisse 4.0 SP2, 38 trilion polygon, Idea: the old russian rocket lunchers are hidden on edge of forest on sunny fogy day.. when suddenly they see target in open space. Whole shot could be animated without problem. ram usage peak 7GB

Rendered useing Clarisse 4.0 SP2, 38 trilion polygon, Idea: the old russian rocket lunchers are hidden on edge of forest on sunny fogy day.. when suddenly they see target in open space. Whole shot could be animated without problem. ram usage peak 7GB

Tank it self modeled in houdini. without any plugins or external geos. mostly it is procedural can be stretched resizedetc. it is fully rigged.

All the shadeing has been done inside clarisse, includeing textures all stuff is procedural.

Tank it self modeled in houdini. without any plugins or external geos. mostly it is procedural can be stretched resizedetc. it is fully rigged.

All the shadeing has been done inside clarisse, includeing textures all stuff is procedural.

//edit i decided to also render rope in closeup.

//edit i decided to also render rope in closeup.

Compositing workflow was done useing Blender and Fusion. From Blender i prepared all mattes i needed mostly cryptomatte layers. sadly Fusion don't support big size exr's 500mb we are talking about however blender without problem delivered mattes.

Compositing workflow was done useing Blender and Fusion. From Blender i prepared all mattes i needed mostly cryptomatte layers. sadly Fusion don't support big size exr's 500mb we are talking about however blender without problem delivered mattes.

Procedural mud developed for wheels. it is quite simple method.. point vop we make attribute = noise.. we later create group with threshold of that attribute we blast points. now we convert that geo to vdb + noise back to poly and procedural UV.

Procedural mud developed for wheels. it is quite simple method.. point vop we make attribute = noise.. we later create group with threshold of that attribute we blast points. now we convert that geo to vdb + noise back to poly and procedural UV.

Procedural growing tree system. it outputs entirly full geometric tree (needle/leaf) is pure geo. because it is clarisse i can do that, renders faster and looks awesome on closeups. About system in next image.

Procedural growing tree system. it outputs entirly full geometric tree (needle/leaf) is pure geo. because it is clarisse i can do that, renders faster and looks awesome on closeups. About system in next image.

The tree is mostly growed useing node finsh shortest path.. based on pointcloud and simple loop. because of that it grows with natural effect and can create really realistic holes or splits. also i used simple vex trick to make uv.

The tree is mostly growed useing node finsh shortest path.. based on pointcloud and simple loop. because of that it grows with natural effect and can create really realistic holes or splits. also i used simple vex trick to make uv.

The powerfull scatter allows u to add details in procedural way without any problem. i can now go back to houdini change wheel size and scatter will automaticly update to new alembic geo. Also new viewport with ambient occlusion is neaaat.

The powerfull scatter allows u to add details in procedural way without any problem. i can now go back to houdini change wheel size and scatter will automaticly update to new alembic geo. Also new viewport with ambient occlusion is neaaat.

Clarisse viewport and how efficiency.. allowed me to push detail make whole rope entirly from micro curves like in real life. to bad it takes only 100px on final artwork rendered at 2.5k... this rope is 38m primitive and use only 800mb ram, full tube.

Clarisse viewport and how efficiency.. allowed me to push detail make whole rope entirly from micro curves like in real life. to bad it takes only 100px on final artwork rendered at 2.5k... this rope is 38m primitive and use only 800mb ram, full tube.

ofc i used moss that i developed on prev work.. to apply it on new item i simply had to do ctrl+c ctrl+v 1 item and change one attribute (geo) and it automaticly scattered... with fractal masking and angle/slope masking. instantly with all shaders..

ofc i used moss that i developed on prev work.. to apply it on new item i simply had to do ctrl+c ctrl+v 1 item and change one attribute (geo) and it automaticly scattered... with fractal masking and angle/slope masking. instantly with all shaders..

the hydraulics and radar mechanism are both rigged with cables.

the hydraulics and radar mechanism are both rigged with cables.

Fusion color gradeing testing some ideas... a bit chaos in nodes as this was more trying find some cool look instead of acctual final composition. + closeup on moss

Fusion color gradeing testing some ideas... a bit chaos in nodes as this was more trying find some cool look instead of acctual final composition. + closeup on moss

old shadeing done in mantra as this project at beggining was plan to make and render vehicle in mantra & houdini, but over the time. i learned clarisse and moved over there..

old shadeing done in mantra as this project at beggining was plan to make and render vehicle in mantra & houdini, but over the time. i learned clarisse and moved over there..

another early test render in mantra.. I even have to say that i think i made better procedural shaders in mantra. compared to clarisse.. maybe it is because i used disney shader in clarisse...

another early test render in mantra.. I even have to say that i think i made better procedural shaders in mantra. compared to clarisse.. maybe it is because i used disney shader in clarisse...