BUILDING CLIFFS IN HOUDINI
2792 7 2- ADAM_WI11IAMS
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Hello everyone!
I'm new here and I started learning Houdini about 2 months ago,
please go easy on me, I have been trying to create cliff models for games with varying levels of success.
I would like to ask for anyone who might have some insight into creating this specific style and look and feel.
I have been trying to create this style of cliff by this amazingly talented artist Hugo Beyer.
He provides a nice breakdown on the page. As you can see, he has been able to create a very planar and hard-edge looking shape that has custom cutters and then perhaps shapes being blasted or cut out...?
You can see in the first image the breakdown of how Hugo Beyer has achieved the result.
And in the second image you can see my current result. I have used Voronoi fracture and a
transform node to create fracture clusters using a point scatter, but I don't know how he has used that custom cutter geometry.
I will also upload my Indie HIP file for anyone who wants to take a look.
If anyone could provide insight on a workflow to achieve that custom cutting technique and
create the flat normal surface look that would be very helpful.
Any problems with the images or files let me know
Thank you for any insight,
I'm new here and I started learning Houdini about 2 months ago,
please go easy on me, I have been trying to create cliff models for games with varying levels of success.
I would like to ask for anyone who might have some insight into creating this specific style and look and feel.
I have been trying to create this style of cliff by this amazingly talented artist Hugo Beyer.
He provides a nice breakdown on the page. As you can see, he has been able to create a very planar and hard-edge looking shape that has custom cutters and then perhaps shapes being blasted or cut out...?
You can see in the first image the breakdown of how Hugo Beyer has achieved the result.
And in the second image you can see my current result. I have used Voronoi fracture and a
transform node to create fracture clusters using a point scatter, but I don't know how he has used that custom cutter geometry.
I will also upload my Indie HIP file for anyone who wants to take a look.
If anyone could provide insight on a workflow to achieve that custom cutting technique and
create the flat normal surface look that would be very helpful.
Any problems with the images or files let me know
Thank you for any insight,
Edited by ADAM_WI11IAMS - July 16, 2024 12:05:57
- cncverkstad
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- 152 posts
- Joined: Aug. 2017
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check this Files and Otl's
https://github.com/CorvaeOboro/zenv?tab=readme-ov-file [github.com]
+
http://www.rendereverything.com/game_assets_with_houdini_2/ [www.rendereverything.com]
https://github.com/CorvaeOboro/zenv?tab=readme-ov-file [github.com]
+
http://www.rendereverything.com/game_assets_with_houdini_2/ [www.rendereverything.com]
Edited by cncverkstad - July 19, 2024 02:02:54
Conservation of Momentum
- Michealj
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- S9game
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Creating cliffs in Houdini involves using procedural techniques to generate realistic rock formations. Start by using height fields for terrain sculpting, then apply noise functions to add detail and irregularities. You can also use Voronoi fracture and VDB workflows to carve out sharp edges and create more natural erosion effects. Finally, tweak the lighting and shading to bring out texture and depth in the cliff surface. Pkr [luckypkr.cc]
- siberia66
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- S9game
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This is awesome! Houdini is such a powerful tool for procedural modeling, and creating realistic cliffs can be quite a challenge. I'd love to see more details on your workflow and any tips you might have for texturing or adding erosion effects. Great work. 3 [3pattiroom.live], Timi [timislotsgame.cc], Asia [ludoasia.live]
- S9game
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- Konstantin Magnus
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- Joined: Sept. 2013
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You could also offset noise patterns for each layer.
Edited by Konstantin Magnus - Oct. 11, 2024 11:33:28
https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
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