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Dave Hodgins: The wastelands of Sakaar were much easier problem to solve. We populated these shots by procedural garbage scatter using a big library of debris and hero models. We created proxy mounds that would designate where these garbage piles would exist in our animation renders and these would be turned into fully detailed garbage stacks in Houdini. Then white water would be generated around the piles so they sat in the ocean surface nicely, with hero splash elements added when needed.