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Outgrowth

I was tasked with using organic modeling techniques to produce an animation at least 10 seconds in length.

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The idea for this animation is there is a desolate environment void of life. A Koi fish the swims through the environment and brings life to the area. 

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This was produced using a combination of Houdini, Cinema 4D and Octane Render.

PINC_OrganicModel_v03_Moment(7).jpg
PINC_OrganicModel_v03_Moment(8).jpg
PINC_OrganicModel_v03_Moment(6).jpg
PINC_OrganicModel_v03_Moment(4).jpg
PINC_OrganicModel_v03_Moment.jpg
PINC_OrganicModel_v03_Moment(5).jpg

Process

This is the animatic that was delivered and approved. Very minor changes were made but all in all everything stayed the same.

Plant Animation

These were a lot of fun to work on. I made 7 plant variations that I instanced on a plane for testing. The plants were cached out and instanced as proxy geo, then I used a color attribute to control the time offset. The brighter the color, the earlier the cached plant animation would trigger.

Plant Texture

There were a couple different ways I was thinking about texturing these plants. I knew I wanted them to have a holographic look but there's many different ways to get there.

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My first idea was to take the color attribute in Houdini and ray points onto the animated plants. This is a very interesting look but resulted in very long render times and was expensive in terms of storage.

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My second idea was the one I decided to go with because it's much faster. I exported the plants as usual into Cinema 4D and with Octane I box projected a halftone texture and horizontal lines texture directly onto the geo.

Point_Test_v04_02_0375.png
Point_Test_v04_03_0375.png

Technique_v01

HoloTest_v01_01_0250.png
HoloTest_v01_02_0250.png

Technique_v02

Fish Animation

I didn't want to just slap the same texture because after doing some tests it didn't exactly feel developed as much as I would like.

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I ended up taking the fish model I sculpted and raying points on the model and animating those points with noise.

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