



© Filmakademie Baden-Württemberg
preproduction
previs / techvis
For the preproduction I build a previs setup for blender. Containing of different linked scenes and geometry nodes setups to render a split view with all the important information needed right out of blender.
- camera view with / without led wall
- siemens star
- camera distance to led wall
- witness cam
unreal engine foliage
For the foliage I almost exclusivly used the quixel megascans cause they were already very well optimized for unreal and free. To help with scattering I experimented with PCG to easy scattering. For example the lianen on the ceiling.


For the mushrooms on the other hand I couldn’t find premade assets which fitet our direction, so I build a geometry nodes setup to generate different variations of mushrooms. I made 2 different generators and exportet 3 variants of each. The textures were procedural and baked on export.
onset




The onset experience was a blast. Really really stressful but very to see everything come together. Also controlling the wall / supervising the unreal setup was a lot of fun.
postproduction
procedural aurora effect

for the last shot i created a procedural aurora borealis effect. It was an exiciting introduction into houdinis procedural generation. The borealis consisted of three levels of detail and complexity of volume strings. All combined they gave a nice effect.
hall building

I modelled and designed the hall building. I used a lot of geometry nodes to help me: Panels, Bridges, Windows. All a bit overpowered for the scope of the building. But still a fun excersive to build systems to help the modeling process and all for faster iteration. I noticed, that I really like procedural generation und building tools to help artists.