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Houdini Drywall
"Destruction" input. Can be any mesh.

"Destruction" input. Can be any mesh.

Door frame input.

Door frame input.

Technical breakdown - Overview

Technical breakdown - Placement of plaster pieces

Houdini Drywall

As this was my very first Houdini project I wanted to start simple and work my self up to something more challenging. I was happy to find how fast I could get going. Relying on my earlier Environment Art and Substance Designer skill. Non of the work I did is based on tutorials. Watching the full set of Entagma helped me tremendously with core concepts and VEX though.

To begin with I worked on getting the framework working. Placing down polygon lines to build the base for the framework to then add thickness.

Next step was getting fracturing to work for me. I found it challenging getting a drywall feel. I ended up with adding fracturing around the nails, keeping a few pieces around those nails.

When I had some nice pieces from my fracture I created the placement of the broken pieces. I saw it as a fun challenge to place them without using any simulation. And I knew working with solvers was a whole different beast to learn. I'm happy with the result, in the terms of performance, visual look and ease of art direction.

As the last part of this project, I wanted to add UV's. The main attraction being all the long ends of broken plaster. In the very last stretch of the project I found a solid solution for finding and straightening their edges but my time ran out.

If I would have worked more on this project I would have added UV's and procedurally created mesh decals around the broken edges.

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