Project Type:
Personal

Focus:
Procedural Enviroment

Software Used:
Houdini

Date:
Fall 2025

Description:
Personal project exploring procedural environment generation and art direction.

Instances
I made use of scattered instances to allow for a dense and detailed spread of foliage without excessive computational overhead. The image on the right represent the points different foliage was instanced on. The colors show the different species of plants. This was achieved through layered noise functions and assists in making the scattered foliage seem real.

Heightfield
Rather than sculpting geometry to serve as the ground plane in my I opted to make use of Houdini’s heightfield tools. This let me create a realistic landscape through the layering of functions like noise, simulation, and blur. In practice this assists in creating realistic land formations that can be easily and quickly changed if need be.

Procedural Systems
Converting a small amount of simple inputs into complex natural objects was another way to quickly generate subject matter and adjust the its look quickly. On the right you can see this philosophy applied to the clouds.

Geometry Creation
The archways were generated through a procedural pipeline as well. This allowed for the quick generation of many variants through the adjustment of a only a few input parameters.