Procedural bestiary and the next generation of CG software
Denis Kozlov has released a proof-of-concept video for a procedural system that creates, textures and animates creatures. It was created using Houdini consisting of about around 17000 nodes with CHOP-based generators as core modules for shapes. Final meshing is VDB-based with intermediate steps that can involve polygons and or NURBS. FEM simulation is used for animation enabling a “flexible marionette-like rigging”. You can find out more about this project, read the accompanying manifesto for procedural content creation and see an earlier video of a procedural aircraft modelling tool on The Working Man blog.