---
title: "Treasure Environment"
canonical: "https://rmanwiki-27.pixar.com/space/RU/657424515/Treasure%20Environment"
format: markdown
---
### The Environment

Thanks to the way the shot was laid out, I managed to accomplish a contained workflow to reach a nice look using a single column which I built procedurally in Houdini.

![column_v01_setup.png](media://a4c80135-d3f5-4b1a-ae9d-3187a648244e)

I approached the geometric proceduralism using voronoi fractures on the column, which combined with point wrangling, allowed me to wobble the edges, for a worn out marble column aesthetic.

![USD_exported_packed_instances.png](media://616b89f1-b33e-4584-832c-9f8d1b2190eb)

To keep the procedural wins going, I used RenderMan patterns to shade the columns. By using PxrRoundCube, I was able to achieve tileable texturing techniques in Katana, which was great because I was able to generate convincing textures without having to go to a painting application to generate new textures.

![marble_material_B_v01.png](media://92f3824c-76f2-47b0-b765-88a855bbaf2f)

A dragon’s lair has an epic story to tell, so conveying aging was crucial. Using PxrDirt was a really great way to communicate a worn out effect by adding additional grime and dust accumulation in the cracks. Leaving the pieces of column geometry separate also helped isolate this effect in a convincing way, which ultimately gave it a more natural look.

---