Jurassic Park game trailer · Houdini · Vegetation FX
The challenge
The production received intricate vegetation as static geometry, but the trailer needed it to move. Simulating all of that original detail directly was not the right working representation.
The approach
I procedurally separated the assets into leaves, fruit, trunks and stems, then reduced those components for Vellum simulation. The simplified motion drove deformation of the original detailed geometry. The saved networks include lattice and Point Deform routes, alongside preparation and USD assembly for different tree species.
The value
The workflow preserves the visual detail of supplied assets while moving the simulation work onto simpler drivers. It turns static vegetation into an animation-ready process and keeps geometry preparation, motion and final detail as distinct stages that can be adjusted independently.
