Procedural Dragon's Eye
Before Houdini, some years ago when I was studying Substance 3D Designer, I was doing random exercises almost every day and started doing an eye/iris texture in Substance 3D Designer during one of those studies. It generates all the displacement map/texture procedurally to make something that looks like an eye without having to model anything. And with parameters to dynamically change some aspects of it. I never finished it but when I started learning Houdini, I also started a procedural setup using roughly the same idea as in Substance 3D Designer, but now in 3D.
Again, as I study, my goal is just to learn or test something, so I don’t usually finish or polish projects to the point of being production-ready. I just save it so I can use it later in a project.
That’s what happened with the Dragon’s Eye. I was booked as a Lookdev and Texturing Artist to rebuild the textures and shaders of this dragon model to make it hold up a close-up shot in the eye area. I quickly found out that the original dragon’s eye model was very low poly and its original texture was less than 100px wide, so it would not work for the shot.
That was my chance to pull out my unfinished Houdini study and make it production-ready. I changed the setup so we could art direct the aspects of it, like a control to change from circle to slit-shaped pupils and some other controls.
As I was using VDB to make everything look more organic, the resulting mesh was a bit heavy to deal with. I could work on optimizing it, but then I tried something else. Based on my experience with Substance 3D Designer and how good a displacement map can look with the Subsurface shader, I got the idea to treat my eye setup as a displacement generator, not as a final model.
And once again, the great thing about being inside Houdini is that I can also automate this process. So inside the same project, I made a simple “tool” that applies a gradient texture, from white to black, on the depth of my resulting eye mesh, and extracted ZDepth texture from it to be used as a displacement map on a much simpler version of the same eye (basically a sphere). It worked like a charm!
So what I called “unusual workflow” was to move “back” into the basics of using 2D texture workflows, combining the best of the two worlds based on my previous experience, instead of moving into a more complex rigging for the eye and probably doing a LOT of extra work using a heavy model, hard to deal with, and to not make a big difference on the shot. That probably saved me a lot of headaches and production time.