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Rapid River

Rapid River simulated and rendered in Houdini. Responsible for all aspects.

 

Terrain sculpted in Zbrush, used surface noise in Zbrush to create the surface detail. Rocks procedural made in Houdini. Textured in Mari, rendered using Mantra. 1.5 million points in Water Geometry, 12 million particles for Foam and 4 million particles for Bubbles. Render time 45 minutes per frames on a 12 core machine( Rendered using the renderfarm in school)

 

To create a good quantity of rocks with various shapes, I used a trick learned from Odforce, it uses the voronoi fracture from a geometry to created angular shaped piece geometries. Deleted the undesired outter pieces, then added some extra noise in Attribute VOP and I ended up with hundreds of different rock shapes that I later distributed on the river bed in Maya.

 

I painted the texture map in Mari. Created displacement, bump and specular maps from the color map I made in Photoshop. To create the wet map for darker but more reflective wet area, I extracted the unshared edge from the water surface geometry. Used point clouds nodes in Attribute VOPs to get the points in terrain geometry that are close to the water surface. And then calculate according to their distance to the water surface, to create a falloff in secularity and diffuse intensity.

 

In the DOP network for creating foam particles, I used a POP VOP to create collision for the foam particles, so it will flow on the water surface after being created.

 

The final simulation for FLIP particles are around 10 million. 4 million bubble particles and 11 million foam particles, 2 million polygon faces for water surface. Around 45 minutes per frame on a 12 core machine.

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