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Lost in forest

Clarisse:
i am mind blowed how good this softwhere is.. The tank it self loaded to clarisse takes just 400mb. In Houdini 5gigs and in blender 9gigs. Not only that.. with all the grass and trees with no alpha where each leaf is 300 vert model (same with grass). i was blown away all displayed in viewport and smooth.. And ram usage was at 2GB at that moment including 500mb VDBs from houdini to make fog. So i was like, ok let's push this, instead of doing dirt texture on wheels i just scattered 4 milion spheres with displacment for each wheel. + grass. and it was like adding cube to the sceen. At that moment i knew it gona be fun. The rock was build by pushing displacement to 20M polygon. and scattering 35 milion of little strands of moss.
Houdini: was used for simulation of long grass on grill of tank and procedural, nature assets (moss,grass,leafs)

Assets from internet (wood).
System ram usage at peak rendering was 5GB.
Special thx to Dez, Captain LeBuck, Jerry.

Finall comp, done in fusion9.

Finall comp, done in fusion9.

Clay render from zBrush, however model was done in Blender & Houdini. I no longer use zBrush.

Clay render from zBrush, however model was done in Blender & Houdini. I no longer use zBrush.

This is how rock locks in viewport. Displacment pushed from useing texture in triplanar mode. The cool thing is that scatter of moss is on top of displacment. all working smooth and 30FPS interactivity + slope masking + fractal.

This is how rock locks in viewport. Displacment pushed from useing texture in triplanar mode. The cool thing is that scatter of moss is on top of displacment. all working smooth and 30FPS interactivity + slope masking + fractal.

moss asset one of 3. as u can see i didn't even bother to do any optymalization as final rendering used just 5gb of ram.

moss asset one of 3. as u can see i didn't even bother to do any optymalization as final rendering used just 5gb of ram.

Simple vellum solver simulation with mountain node at the end to give nice surface detail. the few overlapping errors where fixed..

Simple vellum solver simulation with mountain node at the end to give nice surface detail. the few overlapping errors where fixed..

Whole sceen, i can rotate and interact in such lvl of display with 30FPS no problem. Only volumes are turned off. The ground is driven by position of tank and so is the scatter of grass etc it is displacement on geo.

Whole sceen, i can rotate and interact in such lvl of display with 30FPS no problem. Only volumes are turned off. The ground is driven by position of tank and so is the scatter of grass etc it is displacement on geo.