Wound
Responsible for all FX, environment, lighting, rendering, compositing.
Tree: SpeedTree Preset.
Programs used: Houdini, Nuke.
Rendered with Karma.
I always found it very challenging when it came to RBD simulation projects. That's why I'm proud that I was able to finish this one. Working with geometry that have topology and UV's made me learn many SOPs that I didn't even know existed, and it was a lot of fun exploring their functionalities. Using basic sphere shapes, I isolated areas where I wanted to fracture the tree. I had to do a few iterations of different fracture techniques to get the irregularity of the shapes. After I got the desired shapes, I created constraints and started running simulation.
Look at splinters and dust elements from different angles.
Process of fracturing tree into pieces that I wanted.
I should mention that this was also my first time using Vellum simulation to get the grass. It's always fun to get to explore new solvers and explore Houdini using them. Simulating grass was fairly simply. All I had to do is to transfer the velocity attribute from the energy bullet.
I love Heightfields. For this project, I made a simple landscape and lake using Ocean Spectrum and Heightfield.
The biggest challenge in this project was rendering. I was curious to explore Houdini's new Karma XPU-based render engine. Regardless of all the limitations it has, I came to love it a lot, especially considering the render time. I am definitely going to utilize Karma for more personal projects.