Travelers From An Antique Land

Hello! I haven’t posted anything in a long time. For this project, terrains were created by using Houdini and Gaea. layouting, shading and look-dev were done in Blender and rendered by using Cycles. compositing was done in Photoshop.

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I’m curious as to why the combination between Houdini & Gaea. As far as I know the two can do all the stuff you’d need for a terrain - basic layout, complex noise, erosion, and texturing.

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Gaea was used to create the basic terrain, however, it cannot add any verticle features. So I used Houdini to add those elements as well as erosion.Then used Solaris to do the layouting. I realized halfway through that if I didn’t do the rendering in Blender, I wouldn’t be able to post this here. So I just imported terrains into Blender and started over. I wouldn’t have used both Gaea and Houdini for the terrain if I hadn’t planned to do the layouting on Solaris. Kinda dumb IK.

Could you expand on this a bit? I’m a Houdini guy so I don’t know the limitations of Gaea on certain things.
I’m not sure I know what to think about when you say “vertical features” other than really big slopes, but then Houdini also has issues with really extreme slopes, as it works in a top-down projection way.

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I make a selection for all of the vertical areas. After that, I scatter volume over that selection. Then convert to mesh and combine. this is a quick fix.

https://www.youtube.com/watch?v=4_zeRW6IXxs&ab_channel=renderBucket (do this on Houdini)
https://www.youtube.com/watch?v=g_iB4AiGEI4&t=213s&ab_channel=CGKnight

I believe you’ll get a better outcome if you get the selection from the first and use the second to make the cliff. But I haven’t tried it yet.

I featured you on BlenderNation, have a great weekend!

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many thanks @bartv

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