In the Fall of 2023, I participated an intensive three-month simulation course at The Animation Workshop,
VIA University College, with the main focus on learning Houdini and simulating a chosen natural phenomenon
that could be of any kind.
My idea involved creating a concrete colossus, a ruined creature that resembles a man-made brutalist structure
from the post-Soviet era with procedurally generated effects.
The initial concept gave me a lot of creative freedom and space to explore but the limited amount of time helped me
in making the necessary decisions to focus on the most important parts.
The technical development included:
- Developing a procedural geometry generation system
- Rigging with KinFX
- Particle effects
- Rigid body simulation
- Pyro simulation
- Environment setup and rendering with Unreal Engine
At first I was working with simple geometry and tried to find the shape of my creature considering the most interesting possibilities of motion.
To achieve this objective I implemented a procedural system based on premade building blocks to generate different variations.
Finding the perfect number of legs was quite a challenge but in the end I stayed with the two-legged human shaped creature
as it was the most capable of dynamic and interesting motions.
I used an animation from Mixamo, extracted the skeleton
and combined it with my existing procedural system.
I set up the environment for rendering in Unreal Engine 5.3 and created tertiary effects based on the main animation in Houdini.
For importing particle systems, debris and sparks, I used the Houdini Niagara plugin. To bring my pyro sim into Unreal
I utilized UE 5.3’s new VDB support.