Procedural Cave Generator with Houdini

September 7, 2020 -
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The challenge

Create render-ready setup skipping hand placing

My goal was to create a seamless non-destructive workflow from blocking to final render. From tiniest pieces like stones till huge parts like cave walls. It is possible to rework on the look and/or create new variations within minutes.

The solution

Procedural sculpting and setdressing

To make the renders seen here, I just spend a few minutes tweaking controls till I found a composition I like, then press render. And that was it. So an endless variety of looks and compositions can be generated instantly.

 

As a result, it is 100% procedurally generated and tweakeable, including geo, materials and textures.
I achieved to create a seamless non-destructive workflow from blocking to final render. From tiniest pieces like stones till huge parts like cave walls. 
To make the renders I used Arnold Renderer demo.

Technical Breakdown

WARNING
If you are moving beyond this point you are either a procedural nerd or a dead man/woman 😉
This is a pretty technical project, so If you wanna see things being created magically through sliders, just stick to the rendered images or skip along the video. It is a personal project I did for practicing purposes,  everything is wrapped around the idea of a theorical brief for a movie shot design tool.
Hope you enjoy it!

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