Scottish Cliffs | 3D breakdown (Houdini/USD/Renderman)

Ойындар

This project was created in collaboration with Sam Savage and Nicolas Chan, who created the water simulation in this shot. I was responsible for all aspects of the environment, lookdev (except the water), lighting and comp.
Sam Savage - / sam-savage-98a75721a
Nicolas Chan - www.artstation.com/nicolas_chan
Arstation Post - www.artstation.com/artwork/kQ...

Пікірлер: 19

  • @oleit3
    @oleit35 ай бұрын

    Beautiful work man. The landscape looks gorgeous

  • @LeeHongRestaurant
    @LeeHongRestaurant21 күн бұрын

    Great work! Could you tell me how you made the video of the heighfield process while the camera moves continuously?

  • @bram_gunst
    @bram_gunst5 ай бұрын

    amazing

  • @fretstain
    @fretstain3 ай бұрын

    if you're open to feedback, more of a sense of atmosphere in the foreground would help sell the shot. For instance as the cliff face receeds into the distance it would become more silhouetted by the atmosphere and any protrusions would be separated with atmosphere (mist in this case as well as general atmosphere) from the cliff face behind them - There's a good opportunity for this about 3/4 of the way towards the rhs of the cliff face

  • @MartinH81
    @MartinH814 ай бұрын

    I love this kind of stuff A LOT... Added you on Artstation. What are the rendertimes for works like these? Sim size, cache size on disk etc., if you don't mind sharing?

  • @brokelz4454

    @brokelz4454

    4 ай бұрын

    I don't know the details about the raw sim data since I was not responsible for that. Render times were roughly 30-40 min a frame for the env (renderman), 2-3 min a frame wwater (karma), 5-6 min a frame Ocean Surfave/Volume/Underwater Bubbles (karma)

  • @septuleptum
    @septuleptum5 ай бұрын

    Great stuff! I hope you will make some tutorials at some point in the future.

  • @brokelz4454

    @brokelz4454

    5 ай бұрын

    Maybe at some point I will. What aspects would you be most interested in?

  • @septuleptum

    @septuleptum

    5 ай бұрын

    @@brokelz4454 I'm not exactly sure myself. For me, the challenge every time is to create a feeling of open, exciting space. Full of air, so to speak. It's unlikely that this can be taught directly :) But that's not what I'm talking about. There just isn't a lot of good material out there for environment artists: pipelines are slowly becoming obsolete, UE is taking over the market, and all that. Therefore, it seems to me that new houdini-oriented courses will not hurt hah.

  • @brokelz4454

    @brokelz4454

    5 ай бұрын

    @@septuleptum Yes, high quality environment oriented Houdini courses are rare, but I don't feel qualified to create a full course with how little experience I have. But I'm guessing that what you're describing is mostly about the result achieved in comp, of course the 3D has to be good, but all the atmospheric layers and grading and lighting adjustments are what make it look and feel the way it does in the end.

  • @zenthous9568
    @zenthous95684 ай бұрын

    Is it just me or is the water way too white and bright? Great work though

  • @geemongeorge9651

    @geemongeorge9651

    4 ай бұрын

    Me too i dont see any occlusion ( contact shadow ) but i have seen some real footage just like this .. cant trust my eyes anymore 😂😂

  • @bbrother92
    @bbrother925 ай бұрын

    Have you used sculpting? Or polymodeling?

  • @brokelz4454

    @brokelz4454

    5 ай бұрын

    this is all procedurally modelled in Houdini using height fields, sdf modelling and poly modelling.

  • @bbrother92

    @bbrother92

    5 ай бұрын

    @@brokelz4454 How did you texture all that big scene?

  • @bbrother92

    @bbrother92

    5 ай бұрын

    @@brokelz4454 Ammount of work is insane

  • @brokelz4454

    @brokelz4454

    5 ай бұрын

    the whole env is textured using quixel texture sets (triplanar projected onto the terrain) that are blended together using lots of different noises to add breakup

  • @bbrother92

    @bbrother92

    5 ай бұрын

    @@brokelz4454 omg is that some kind of Houdini option?

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