Procedural Scattering
Procedural scattering is how I give large environments their density without losing control of them. Forests, rubble, rocks, grass and underwater plants rarely look right when they are placed evenly, so I build scattering setups in Houdini that respond to slope, height, masks and proximity, with enough variation to break patterns and enough rules to keep the result art directable. The technical side matters as much as the look. On series work, I set up the handoff between the environment and FX teams so that scattering data, caches and IDs matched every time, which kept shots stable as they evolved. I also deliver proxies and levels of detail for scattered assets, so layout stays responsive and rendering stays affordable. On tighter productions, procedural scattering is what makes a small team capable of dressing large sets and landscapes quickly, and it lets me answer a client note by changing a parameter rather than rebuilding an area. As an Environment TD and Environment Artist, I always keep a manual pass in reserve. Rules create the bulk, but the hero areas close to camera still deserve a human eye and a few carefully placed elements
Procedural Scattering: 7 professional productions at 4 studios, including “Silo - Season 2”, “Fallout - Season 2”, “Fast X” and “Honda Prelude - Advertising”
- Productions
- 7
- Studios
- 4
- Period
- 2023-2026
Productions
2026
2025
2025
2024
2024
2024
2023