Houdini R&D Experiments #2 (2020)
Continued exploration of using Houdini for realtime-game engines.
Additional Houdini R&D by Bryson
Happy Halloween 2019
Rendered in Houdini with Redshift.
This Halloween themed animation exhibits procedural jack-o-lanterns. For fun, I had 4 people sketch out black and white images as textures which I then used to carve out their jack-o-lantern digitally. For the face animation, I animated a face in Adobe After Effects and, using the frame sequence, generated a sequence of 120 models for each frame of animation.
These images were used as inputs to generate jack-o-lanterns.
Here are some examples of procedural modeling using Houdini. I've been researching how to create systems that allow you to setup rules to allow the software to generate assets for a project. Project requirements constantly change so procedural generation can save time on iteration.
Procedural city generation using mapping data.
Building windows and roads.
Plugging in different styled windows on a per-building basis.
An overview of a procedural virtual cityscape.
Some procedural building layouts.
This uses L-systems and a seed to generate different building floorplans.
Simple example of how these procedural aspects can be controlled with sliders.
A demo for converting a spline path into a procedural brick wall, for a dungeon generator.
An example of this type of brick wall used in a rigid-body sim.
Particles are a way of life. Here are some of my experiments with particles and testing different ways of rendering them.
A particle shower.
Miura Paper folding demo
Houdini paper simulation rendered in Redshift.
For this demo, I followed a tutorial on miura folding to start to get an understanding of Houdini's cloth system, Vellum.
Wireframe preview of the simulation
Rendered in Redshift, textured with Substance Designer.
Scrolling through a procedural terrain, displayed as particles.
Animation of bars controlled by a noise pattern. They expand and blend colors based on the noise value.
This is a visualization of the noise that's controlling the animated bars.
A flipbook of the animated bars.
A procedural scroll developed with a few nodes. Has a slider interface to control the amount unraveled.
Testing NPR and post-processing FX with Redshift.