Dynamic Tree System
A game cinematic project that I have worked on. It's a WIP version, not the final composition.
Responsible for building the pipeline for simulating dynamic trees(nearly 30 different trees) and exporting them to Maya to render, and simulating and rendering the clouds field.
The basic workflow is Speedtree(modeling)->maya(layout)->houdini(simulation)->maya(rendering).
The simulation in Houdini is quite straight forward, just wire solver. The tricky part is to place the simulated trees to the exact spot where the static trees are laid out. Because the trees are simulated at the origin, hence we can relocate them afterward. Why simulate at the origin, not the layout position?This way, we can reuse the simulated data in other shots, thus minimize the data storage.