Procedural mountain (Houdini)

Everything is done in #Houdini and fully #procedural. I was inspired by #video https://www.youtube.com/watch?v=Vx_kYEUvYCA&t=1s
I added some extra nodes to create and process different masks. I also added AttributeVOP node to create procedural texture.
Total amount of polygons is 50 Millions. I rendered with #Redshift. Preparation stage took about 3-4 minutes. With the option "Sequence Rendering Full Scene Reload" off, #rendering of each frame was about 1 min 30 sec.
#Sidefx #3d #vfx #fx #model #realistic #graphics #ap #sweetvalley Houdini Redshift

Fly-around video.

shape of the base. Points are scattered based on the distance form center to the outline. Closer to center, more points.

shape of the base. Points are scattered based on the distance form center to the outline. Closer to center, more points.

Basic shape of the column.

Basic shape of the column.

scattered columns

scattered columns

smoothing normals before applying more fine details with noise

smoothing normals before applying more fine details with noise

stones are scattered based on few masks (Debris; a mask that I made from normals; height attribute). Also added a tiny expression to make big stones larger at the bottom part.

stones are scattered based on few masks (Debris; a mask that I made from normals; height attribute). Also added a tiny expression to make big stones larger at the bottom part.

on the right, there are some controls that I made for AttributeVOP, to manipulate color of the texture and some other stuffs.

on the right, there are some controls that I made for AttributeVOP, to manipulate color of the texture and some other stuffs.

this is how the AttributeVOP node, that creates a texture, looks like.

this is how the AttributeVOP node, that creates a texture, looks like.