Procedural Flower Field

Final Animation Render

Flower Variant Bloom Animation

Vellum sim to deintersect petals

Procedural non-timebased wind animation

Grass Field: Wind Animation

Grass Field: Color Variation

Grass Field: Scale Variation

Procedural Flower Field

This was my final personal project for the Pixar Undergraduate Program, year of 2025. Created using Houdini, rendered with Renderman.

The overall idea was to first create a procedural flower system, and then use it to procedurally generate flower fields.
The procedural flower tool was rigged with Houdini KineFX, the shape of petals, number of petals, stem, leafs, could all be procedurall modified to create more variants. To make sure petals are not intersecting, Vellum simulation was used on the petals for deintersecting.

Then I generated terrain procedurally and created a curve-based grass field on it. Some procedural features that the grass field supports: color variation, scale/width variation, wind, camera-view culling.

Due to studio policies, unfortunate some of the features I do not have a graphic to demonstrate :(

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