Houdini Mountain Fractals

The mountain range is completely procedural. Shader is procedural, snow amount is slope and height dependent mixed in with noise. The rocks under the snow in the same shader controllable with reflection and displacement amount. Three smoke simulations to the left, top and right of the shot. The top one is a clustered pyro sim. Used the top velocity field to advect particles too for added effect. Background clouds hanging in the valleys are VEX Volume Procedural generated.

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