Rigid curves looked artificial
I introduced irregular curve shaping so the output retained its structure without looking mathematically perfect.
Spiderweb Generator HDA and final scene integration. I built an artist-directed Houdini workflow for generating structured webs and deteriorated cobwebs, then tested it in a complete lighting and look-development scene.
The project began as a lighting and look-development image built around a Chinese incense burner in an attic. I used the scene as a practical test bed for a Houdini Digital Asset that could generate both organised spiderwebs and older, damaged cobwebs.
The scene needed many fine strands connecting irregular surfaces. Placing every curve by hand would make iteration slow, while a fully automatic result would give too little control over composition, density and visibility in the final shot.
Early geometric patterns also felt too regular. The tool needed to retain a readable web structure while introducing the sag, breakup and unevenness expected from an old attic.
I designed the procedural workflow, implemented the VEX-based generation, packaged the solver stages as Houdini Digital Assets and exposed artist-facing controls. I also built the test scene, developed the web material, lit the shot and integrated the generated curves into the final image.
The workflow separates artist input, preprocessing, generation and final simulation. This keeps placement decisions visible while allowing the underlying procedural stages to be reused.
The Technical / Pipeline Reel contains the available moving-image presentation of the Houdini workflow. The player opens the full two-minute reel; the stills below isolate the HDA-specific inputs and outputs.
I introduced irregular curve shaping so the output retained its structure without looking mathematically perfect.
I used masks and anchors because the artist should decide where detail supports the shot, not merely accept every geometrically possible connection.
I separated structured spiderwebs from deteriorated cobwebs so each visual problem could use a focused procedural strategy.
A procedural workflow allowed density, form and placement to be revised alongside the camera and lighting without rebuilding every strand.
The HDA produced structured and deteriorated web variants from artist-defined regions and made their placement visible before final rendering. The same workflow was used in the Attic Dragon scene, connecting procedural tool development directly to a finished lighting image.
No defensible timing or error-reduction metric was recorded for this personal project. The evidence shown here is therefore visual and architectural rather than presented as a production benchmark.
I learned that procedural geometry is only useful when artists can constrain where it acts. Separating preprocessing, solver choices and simulation made the workflow easier to reason about. Testing the generated curves in the final lighting setup kept technical decisions tied to the image.