Arc de Triomphe
A Sketchfab photogrammetry scan was imported and refined in Houdini to eliminate noise and fill in missing regions. Lower arch geometry was remodeled from scratch, UV-mapped and additional texturing was then applied in Substance Painter.
Surroundings & Streetscape
Ground & Curbs
Curbs, asphalt pavers, and bollards were generated by instancing simple geometry along Houdini curves. Cobblestone displacement was handled at render time through a MaterialX shader driven by Megascans maps and procedural noise.
Buildings & Interiors
Front Buildings
Base volumes were generated procedurally and then refined by hand; decorative modules were sourced from Sketchfab.
Rear BUildings
Structures were assembled purely from Megascans architectural kits and custom HDAs for procedural assembly.
Interior Illusions
Room interiors were rendered externally in Blender with BlenderKit assets, then composited in Karma using Houdini’s Room Shader to simulate depth.
Vegetation & Foliage
Tree Generation
Ten species were produced using the Simple Tree Tools plugin and ninety instances were scattered throughout the scene
Wind animation was driven by procedural animation in SOPs with distance-falloff controls. Leaf atlases were assembled in COPs from Megascans textures.


