Turntable
The Dioroma
The base done in Blender, the rest in Houdini.
The Barrier
As the Diorama, the base done in blender and the rest in houdini, i wasn't aiming for realsim in the simulation, but only the final look.
The Mud
i was thinking about a way to form a base for the Plantation in the project so i came up with that, i used the new vellum system in Houdini 19, u can think of it as universal Decal layer.
The Ivy
it was the hardest part in the project for me, and it was the part that got me using houdini for the project in first place.
I was thinking of using some available plugins, but i was aiming for full control over the thing, so i made my own tool.
The Ivy growth has been achieved using space colonization algorithem using solver node.
i had the control over the growth mechanics by altering the attributes as i need.
for example i made the growth inside the Cockpit a bit tighter on the mesh.
Space Colonization Algorithem in Action
As i mentioned above i used the mud layer as a base for the Plantation.
I used megascans assets for the grass and clover.
I used Houdini also to generate some procedural Damage and Rust on the Mech's mesh because why not?
I generated some Maps for later use in SP
The aim of this personal project was practicing my Environment art skills combined with procedural workflows using Houdini.
The concept was purely done by me although i used some References for Inspiration, you can check them below.
The Mech and the Cockpit have been done using blender a year ago and the Environment has been done almost entirely using Houdini, i documented most of my houdini workflows in videos below with some description.
The whole thing has been gathered and rendered in Unreal Engine 5 using lumen.