Procedural Log Volume I
This project is a collective of experiments using procedural systems to improve technical knowledge and lay the foundation to create scalable production-ready tools. 

 

Scattering setup driven by a cloth-simulated mesh. 

 

Curve based feather system driven by custom attributes to shape and color its barbs. This system was then bundled to scale to different types of feathers and to work in tandem with a wing armature.  
Editable asset driven by hand-drawn curves and growth controls.
Transfer of a color attribute created by a ripple simulation's height data, to drive other graphical element properties. 
Use of recursive subdivision driven by a seed value to create similar results to greebling. This setup would also output different attributes to drive and assign multiple shaders and lights, breaking its overall visual pattern.
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