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The Island: Exploration in Houdini

For this project I set myself 10 days to come up with a new version of The Island that I created in a previous two week project in Maya/Arnold. I used Gemini AI to create an enhanced and dramatic image. Though still not perfect, it gave me a nice base for 

This time around I started in Gaea, and generated some terrains, learned some new techniques and experimented. This then followed a rebuild of my Island scene within Houdini, moving into Solaris and Karma to render a final image. The goal was not so much to create a perfect image, but rather to explore new techniques and tools, as well as grow my working knowledge of Houdini with USD for industry pipelines. I learned a lot, and here is some notes below!

Labs Trees:
Rather than looking for existing trees and relying on Fab, I decided to build some Baltic Pines, and some Small Oak Trees using the Labs Tree building tools. This was highly effective and really simple to work with! This gives the flexibility to tweak the species, look and forms interactively, in a non destructive manner. It gave great and fast results, allowing me to cache out the results, add tags, and assign shaders when imported into the Stage!

Gaea terrains:
While playing with Gaea and learning techniques, I was able to bring the data into Houdini, and create further modifications, build new masks and add further erosion detailing. This meant I could experiment with Biomes, allowing for fast, and accurate placement of larger scale vegetation based on real world parameters of landscapes. I opted to use basic mask by features in this case to generate some masks, while utilizing the HeightField Copy Layer nodes, which gave me plenty of masks to blend in Karma in my shading network. Allowing for a non destructive mask system that could be adjusted as needed and re-cached at anytime for optimization. 

Layout:
Of course there was plenty of tools to utilize in Houdini for scattering, such as the Biomes and height-field tools, which made it easy to generate point based scatters for a variety of features such as grass, trees, rocks, and debris. While I generated very basic elements, the use of AI tools has given me the ability to enhance my images further and generate a nice result for a still, rather than doing very time and resource intensive technical setups, though this can all be built upon. 

Final Notes:
This was a fun project, where I practiced working in Solaris, as I have in previous industry roles, utilizing the non-destructive workflows and ever growing toolsets including Labs, while utilizing free versions of the software and minimal resources. Giving myself just over a week to generate something useful, and learning/practicing a variety of tools and methods in the process! 

Next I'll be moving into Unreal Engine to build something interactive and perhaps completely different!

The final render enhanced with Gemini, filling in detail that would have required a lot more time to complete! Although not perfect, it saved hours of work

The final render enhanced with Gemini, filling in detail that would have required a lot more time to complete! Although not perfect, it saved hours of work

The final Karma XPU viewport render, with my setup in Solaris

The final Karma XPU viewport render, with my setup in Solaris

These are my material networks built in Karma for this scene

These are my material networks built in Karma for this scene

The terrain shaders were split into three materials and masked utilizing the data from the initial heighfield mask by features, and gaea inputs. This was referenced back here in the material builder

The terrain shaders were split into three materials and masked utilizing the data from the initial heighfield mask by features, and gaea inputs. This was referenced back here in the material builder

My final layout with assets organised in SOPs, utilizing non destructive workflows, scattering systems, and cached assets for USD use in Solaris

My final layout with assets organised in SOPs, utilizing non destructive workflows, scattering systems, and cached assets for USD use in Solaris

Tree generation in Labs Tree System

Tree generation in Labs Tree System

A Baltic Pine designed with Labs Tree system

A Baltic Pine designed with Labs Tree system

As I created a much more simple shoreline for my background, this was the previous more complicated setup i created in Gaea to play with various tools and techniques!

As I created a much more simple shoreline for my background, this was the previous more complicated setup i created in Gaea to play with various tools and techniques!