This artwork was created as part of a cinematic environment built entirely in Houdini, showcasing the power of procedural workflows in a complex, large-scale scene. The goal was to blend natural, organic elements with a structured visual narrative—using Houdini to generate everything from a detailed hero tree and carved geometry to layered vegetation, terrain, and intricate props like arches and thrones.

Throughout the process, I leveraged Houdini’s procedural toolset to build reusable Houdini Digital Assets (HDAs), allowing for scalable detail and iteration across the entire environment. Geometry was refined and optimized using custom workflows to control intersections, layering, UVs, and topology cleanup. Simulations were used where necessary to control scattering and add motion-based realism to the elements, especially for things like falling particles and natural distribution of assets.

While the scene is geared toward cinematic quality, the procedural approach makes it highly flexible—allowing for quick changes and adjustments without starting over. Houdini's integration with USD and Karma made it possible to manage, light, and render such a heavy scene effectively.

This was made as a comprehensive course for this work in Houdini, which can be found here: https://bit.ly/3RXu4wB

Technical Director
Oslo, Norway | United Kingdom

I’ve been working in VFX and CGI since 2008, starting with freelance projects before moving on to major feature films and TV series. Over the years, I’ve worked as a CG generalist, FX technical director, and VFX supervisor, taking on roles from artist to lead and supervisor.



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