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Procedural Cliff & RBD Tower

Here's another personal project where I created layered, procedural cliffs in Houdini. To summarize how I created the cliffs, I started with a basic rock shape and sliced it into layers by generating points and grids along the geometry. I added some randomness to make the cliff look more natural – rotating grids, adding noise, and using boolean operations to cut and shape the rock.
This project really helped me understand procedural workflows better, especially how to control randomness and layer distribution for more natural results.
Tower Model from TurboSquid.

Final Render

RBD workflow in Houdini

RBD workflow in Houdini

To give the layers a more eroded, chipped look, I used point groups and curvature attributes to break up the edges using Voronoi fractures.

To give the layers a more eroded, chipped look, I used point groups and curvature attributes to break up the edges using Voronoi fractures.

Rendered in Marmoset

Rendered in Marmoset

Preview of the cliff material created in Substance Designer

Preview of the cliff material created in Substance Designer

Breakdown

Breakdown