Page 46 - 3D World - October 2017
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TuTorials
          Grow procedural plants in Houdini


















               get oRgAniseD                                   cReAte the leAves
          01Start with a model of a ruin you want to cover in   02 With the ruin in place, it’s time to begin creating individual leaves to use
          foliage. Make sure you name your shapes in a meaningful   later for instancing. Always work with reference images from nature if you want
          way. This allows easy grouping of the geometry for   more realistic results. We need the leaves to be single-sided and of fairly low
          different purposes later. Split it up into walls, planks,   poly count. Start off by making a curve to resemble the outer leaf shape. Use a
          bricks, windows and glass. Houdini alembic import will   remesh node to add some surface tessellation. With a soft transform, slightly
          set a path attribute on import. You can then easily use a   lift out the centre at the stem. Also add a colour attribute with different shades
          split or blast node to select the pieces you want.  of green.



                                                                                                 gRAss stRAnDs
                                                                                            03We also need individual
                                                                                             strands of grass to cover the
                                                                                             floor. Again, simple one-
                                                                                             sided polygonal strands with
                                                                                             varying width are sufficient.
                                                                                             Generally speaking, more
                                                                                             variation is always better. But
                                                                                             even with just five different
                                                                                             shapes, you will achieve quite
                                                                                             realistic results. As our setup
                                                                                             is procedural, more can easily
                                                                                             be added later. It’s important
                                                                                             to make sure all meshes are
                                                                                             centred at the origin with the
                                                                                             pivot at their foot. This way
                                                                                             we can use them as instances
                                                                                             straight away.




          Keep it random
          In nature, everything
          is always noisy and
          irregular. Wherever
          you can, add as many
          random influences as
          possible to your setup.
          You will achieve more
          believable results.



                               nAtuRAl DistRibution                            AttRibuteRAnsfeR
                          04 There are many ways to decide where grass will  05Add a white point colour to the walls and a grey to
                          grow. Find a rule that resembles a natural distribution.   the ground. Use AttributeTransfer to map the wall colour
                          We will make grass grow everywhere on ground that is   onto the ground. Tweak the blend radius on the node to
                          not covered by the building or rubble. Growth needs to   fit around the base of the walls. Turn the walls into a VDB
                          be denser and longer along walls and rocks. Isolate the   with VDBfromPolygons. In an AttributeWrangle, get the
                          ground from our geometry and use a remesh node to   VDB value at each point with the volumesample function.
                          gain a fairly high level of subdivisions.       Remove points with a negative value.

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