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Overcast Mountain Study

A little test I did for some atmospherics, along with an environment workflow that involves Houdini to a reasonable degree.

The base terrain height map was created in Gaea, then a portion of that was imported into Houdini where the rocky cliffs were created

The cliffs were then exported, and then the scene was constructed and rendered in blender

List of where everything was created:
Terrain: Gaea, cliffs in Houdini
Foliage: Speedtree, scattered using a custom Geo Nodes setup in Blender
Clouds: Simulated in Houdini, VDBs rendered in Blender
Textures/Rock meshes: Quixel

Final Render

Final Render

Render without clouds

Render without clouds

Clay/lighting Render

Clay/lighting Render

Foliage Scattering System demo, masked by a basic noise texture

Foliage Scattering System demo, masked by a basic noise texture