End of a Species

A reflection on the rapidly accelerating climate crisis and the self-destructive nature of our species.

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Overview

This project sprung from a collection of random R&D in Houdini over the last month or so. From researching ways to create procedural organic forms to using gobos/brute force GI for interesting lighting/shadow casting. I eventually found a way to piece everything together, inspired by the frightening scenes of climate chaos across the planet right now.

I also created all the sound design myself, using Ableton.

Breakdown

Shortest Path Groot

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The main technique behind the organic tree forms is Shortest Path Growth. It uses Houdini’s built-in FindShortestPath SOP, which takes start and end points defined in groups. To have the roots flowing down the arm I defined a bunch of points at the shoulder, then for the end points just selected one of every 5. The density and distribution of geometry on the incoming mesh is crucial for defining the look. To have more growth detail in the fingers I remeshed it using adaptive sizing.

Base mesh, remeshed to triangles

Base mesh, remeshed to triangles

End point group selection, one of every 5

End point group selection, one of every 5

Shortest path curves

Shortest path curves

Swept curves, using a mix of curveu and cost attributes to ramp the width of the wires as they get smaller.

Swept curves, using a mix of curveu and cost attributes to ramp the width of the wires as they get smaller.

Swept scattered curves, for twigs and leaves

Swept scattered curves, for twigs and leaves

Scattered leaf geometry

Basic shortest path curves

Basic shortest path curves

Converted to VDB

Converted to VDB

VDB to polygon, smoothed and aligned to original surface distance

VDB to polygon, smoothed and aligned to original surface distance

Using a tet conformed base mesh to scatter the paths inside the legs, not just over the surface

Using a tet conformed base mesh to scatter the paths inside the legs, not just over the surface

Standard paths on the outside of leg

Standard paths on the outside of leg

Combined

Combined


Circular Storm System

I based my storm simulation on Saturn’s Great White Spot

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Scattered points used for the volume emission.

Scattered points used for the volume emission.


Spherical Black Hole

Particle / Volume Process

Original volume sim

Original volume sim

Particle sim

Particle sim

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sphericalDisplacement.gif

To displace the original particle sim into a spherical shape, I took the volume sim as reference and compared each particle to its distance from the surface of the sim. Usually this would be done to conform it to the surface, however if you push it too far you can get some pretty crazy displacement effects (which seem to still follow the overall contour of the reference sim).

Compositing Process

Rendered particles

Rendered particles

Radial distortion

Radial distortion

Figure and smoke element layered on top

Figure and smoke element layered on top

Comp (opticals, defocus/lighting flicker)

Comp (opticals, defocus/lighting flicker)

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Cosmic Sludge