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Galactic Battle - Houdini & Karma XPU | Breakdown

Detailed breakdown: https://www.arctiem.com/galacticbattle

Everything was rendered in Karma XPU.
Responsible for all aspects except mountains (megascans) and SpaceShip (sketchfab).

Socials :
Website : https://www.arctiem.com
email: rahul18gpt@gmail.com
Linkedin: https://www.linkedin.com/in/rahul-gupta-595073179/
Instagram: https://www.instagram.com/arctiem/

Music: 'Legacy' by Scott Buckley - released under CC-BY 4.0. www.scottbuckley.com.au

The most recent project that I've completed. Galactic Battle is a large-scale battle scene. It is rendered in Karma XPU inside Houdini, my second USD project after the Small Waterfall project.

Responsible for all aspects except models

Before starting the ideation process, I knew I wanted to do a project with an enormous sense of scale and a bunch of explosions. I was inspired by some of the camera moves and cinematography of a Dreadnought trailer from 2014 that I saw on Vimeo.

Before starting the ideation process, I knew I wanted to do a project with an enormous sense of scale and a bunch of explosions. I was inspired by some of the camera moves and cinematography of a Dreadnought trailer from 2014 that I saw on Vimeo.

To create a library of explosions that I could pick and choose from, I decided to wedge some parameters and create massive flipbooks of different explosions to fine-tune and pick and choose what explosions looked the best.

To create a library of explosions that I could pick and choose from, I decided to wedge some parameters and create massive flipbooks of different explosions to fine-tune and pick and choose what explosions looked the best.

After wedging every day for almost 2 weeks and getting to the best possible explosions shapes by the process of eliminations and keeping the best attribute values, I started to lookdev the explosions inside of a LOP network in Houdini.

The early blackouts were a good way to previsualize the placement of the explosions and the tracers that would be causing the explosions.

Explosion Layers

Explosions

Debris

Debris

Below is my LOPnet, I created a custom controller so I could turn the geometry on and off as needed when I was rendering different layers with mattes.

All the layers and AOVs were composited together and graded inside of Nuke.

All the layers and AOVs were composited together and graded inside of Nuke.