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Tag Archives: procedural

A couple of Houdini assets I created to make any kind of geometry growing easier. You just plug a set of points describing motion and your animated geometry samples, and take a seat to watch them raise.

The first asset samples the points path to draw curves or tubes, so it’s good for creating streams of objects.

The second asset uses the points attributes and its own parameters to instantiate geometry samples, offsetting transform and animation to add randomness.

You can find the OTL file here.


An approach to cartoon alike 3D explosions.

Though based in dynamics (so no procedural animation here), I think that how 2D and 3D elements mixed together is worth this post.

These are a couple of shots I did for a friend’s ambitious shortfilm. My role was to turn a standard character into a volumetric one, without losing its features and animation.

By that time I discovered Peter Shipkov’s Soup plugin, a tool that makes Maya more procedural. It allowed me to do volume scattering, transfer texture colors to fluid emission and separate the simulation into 2 different stages using wavelet turbulence.

Thanks to Peter for developing this wonderful tool…

This was my first Houdini digital asset… it converts any input geometry to voxels.

It is a very simple setup based on volume scattering, the copy and attribute transfer sops, and It proved I was able to do stuff with this software.

Here is the asset’s ‘otl’ file… PixelizeME

Just plug your geo to find its pixelized version.