I’ve been exploring terrain generation inside Houdini this week, pushing beyond the standard
heightfield nodes. By layering custom VEX wrangles for erosion patterns and fractal
displacement, I’ve managed to get a more organic feel—perfect for distant mountain vistas. One
pro tip: feed a custom noise map into the erosion node to direct water flow, creating convincing
channels. Next step: bringing these terrains into Blender for final texturing and lighting.
Complex Rigs in Blender
I’ve been converting my complex mechanical rigs from Maya to Blender. Surprisingly, the new
rigging tools in Blender 3.0+ handle constraints and driver setups quite elegantly. For anyone
transitioning, plan a consistent naming convention before you start parenting and adding IK
constraints—it’ll save hours of debugging. Also, the Rigify add-on can be customized for
non-human rigs if you’re willing to tweak a few Python scripts!
OpenVDB for Simulations
I dove deeper into OpenVDB workflows to streamline fluid simulations between Houdini and
Blender. By exporting the sim as VDB sequences from Houdini, I can skip heavy Alembic caches and
keep the file sizes more manageable. In Blender, the volume object support has opened doors to
quick visualization of complex sims. However, be sure to double-check your voxel size and
compression settings—overlooking them can balloon file sizes fast.
Instancing with Style
Spent the week refining a forest scene by using instancing techniques. Houdini’s point-based
system makes it easy to scatter varied tree assets—complete with slight randomization in scale,
rotation, and hue. After that, I hopped into Blender’s Geometry Nodes to replicate a similar
approach for grass fields. By customizing geometry node groups, I could easily swap out entire
sets of plants with just a few clicks. Definitely a huge time-saver for large environments!