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EnvGen Test (Houdini+Clarisse)

Started playing around with Houdini's Heightfield recently. I've been trying to do some quick cg set up and set dressings in Houdini and Clarisse, exploring different lighting, cameras, and environments. Terrain and Set Dressing was done through Houdini and shading/lighting was done in Clarisse iFX. I also used SpeedTree for generating the tree asset.
For the ground textures i used Quixel Bridge. The grass material procedurally generated in clarisse using instance color.

I used a very lower-mid end Core i5 9300H-8Gb-GTX1050 Laptop for this test.
The render time was around 1.5 Hours with a signifcant amount of noise. But clarisse's own cdenoise helped eliminate almost 100% of the noise while still keeping the texture and object details.

Rendered with Clarisse with minor compositing in Nuke.

Rendered with Clarisse with minor compositing in Nuke.

The Heightfield and the scatter points were both created in houdini. The scatter points were also equipped  with the random orientation and scale attributes.

The Heightfield and the scatter points were both created in houdini. The scatter points were also equipped with the random orientation and scale attributes.

For scattering assets in clarisse, I used clarisse's own "scatterer" object with the scatter points from houdini as geometry input and the scale and rotation variation was extracted from the points and attached to the scatterer.

For scattering assets in clarisse, I used clarisse's own "scatterer" object with the scatter points from houdini as geometry input and the scale and rotation variation was extracted from the points and attached to the scatterer.

Raw Clarisse Render.
Rendertime was around 1.5-2 Hours on an Intel i5 9300H, 8Gb Ram, GTX1050 4GB.

Raw Clarisse Render.
Rendertime was around 1.5-2 Hours on an Intel i5 9300H, 8Gb Ram, GTX1050 4GB.

Comp Flow in Nuke.

Comp Flow in Nuke.