

The same camera culling was used for ocean foam source generation, so the source will let the pop simulation only appear inside camera bounding. As a result, it helps maintain the foreground details while saving some RAMs dealing with extra amount of instances before the render actually started. After that, I created different groups based on the distance also and applied various LODs. To achieve the density variation, I created a target object at the camera position and then calculated the distance in the surface plane point, which stores the value in an extra attribute that could be used later in the scatter node. Since I want to create more geometry instances in the foreground, it's necessary to have more points scattered in those areas. Grass geometry is from Megascan Library, also with multiple LODs imported. Let's discuss the LOD optimization that I did to the grass in the Shot02. Other trees are static for now since I have planned to use Quixel simple motion node to offer them a procedural motion that will allow them to move gently with the wind force. Here is the flipbook for the dynamic trees in the first shot. Inside Houdini, I use the "SpeedTree importer" module that comes with the software, which will read the cache correctly with shaders and animation. Approximately 240 frames of the animation will generate 1GB caches per file. The only disadvantage of this method is that alembic caches store all the animation in a single file while it is not space-friendly for the hard disk. Alembic format helps me maintain the UV layout and animation when imported into Houdini, and it works just as it should be. However, I had experienced many unstable situations while Houdini randomly crashed when I tried to play the timeline, so I have to find another way.

By default, Speedtree will export the model with FBX animation, and Houdini will recognize the animation as a CHOP network. But the question is the way to export the cache. Speedtree offers a "random" option that allows me to generate multiple versions of trees in a very short time. The "sample palm" file provides a very basic palm tree model but has some excellent textures for the later rendering process.
#Mplay houdini trial
Plenty of new modules are added to my project, and I'd love to discuss them.įirst, most dynamic trees in the scene have been updated using Speedtree trial version and simulated inside with random force applied.
#Mplay houdini update
Since I was busy with my summer internship during the past two weeks, I finally have time to update my blog today. Its been almost a month for a lot of updates that come with my thesis progress.
