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Houdini Vine Growth

This functionality was created in order to create a "vine Bridge" which would grow out when the player reaches the bridge. The functionality shown here was stripped from that original concept. The geometry is created with Houdini, re-meshing an input base geometry, selecting points to then connect and sweep from point to point. To achieve the fake growth we encode the distance along the vine and the radius into the vertex color, so we can clip using the distance and create a taper using the radius.

Vines are encoded with the distance and radius of the swept geometry.

Vines are encoded with the distance and radius of the swept geometry.

The distance and pscale are used within the material to create the Taper and alpha cut-off.

The distance and pscale are used within the material to create the Taper and alpha cut-off.

With the combination of Houdini and the material setup, we can introduce variation, make changes to the HDA and still have the wanted output.