Over the last few weeks I've been experimenting with doing procedural rock generation in Houdini. This example is a setup that takes a very basic blockout mesh and converts it into a fully textured rock cliff. The cliff itself is fully procedural, including UVs. There are a few different seeds throughout the graph to regenerate the strata layering, scale offsets, and general noises. It's mostly Worley F2-F1 noises at different resolutions and a lot of VDB conversions in for-loops. It takes about 5 minutes to generate the final high poly. The textures are triplanar mapped to the lowpoly mesh through various blends in Substance Painter and uses Megascans. The grass is also Megascan assets scattered procedurally in Houdini and rendered in Marmoset Toolbag 3. All in all it takes about 9 minutes to go from blockout to final in game asset.