HOUDINI 16 CROWDS [ R + D ]

My intention of this project was not to only further investigate agent behavior but also to explore the limitations of the recent crowd tool. The primary goal was to apply fur to a crowd simulation in a nondestructive and optimized manner. Recycling grooms and manipulating resolution based on distance to camera.
Responsible for : look development, agent preparation, rigging, motion capture to crowd workflow. Crowd behavior and environment optimization by Sasha Ouellet.
Updates are currently being made since the release of Houdini 16.5 

 

BREAKDOWN

 

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