AMATERASU’S BRUSH
UNITY · HOUDINI · PROCEDURAL VFX
An interactive nature-restoration system inspired by Ōkami. Drawn gestures trigger day/night transitions, ink-particle transformations, celestial effects and procedural plant-growth animations authored in Houdini and integrated in Unity.
Amaterasu’s
Brush
An interactive nature-restoration system where drawn gestures become light, weather and plant growth inside a hand-inked world.
Draw a mark.
Change the world.
Brush strokes are recognized as symbols, then routed to visual systems. A sun or moon stroke changes the time of day; a plant gesture launches procedural growth; every action dissolves into animated ink.
Ink, light
and transition.
The celestial effect is layered from a painted disc, rotating ray textures, a brief full-screen flash and a smooth sky transition. Brush line samples are converted into camera-facing particles before the original mark fades away.
Houdini to
Unity.
Plant forms and growth motion are authored procedurally, exported as Alembic animation and connected to the gesture framework in Unity. Runtime controllers coordinate materials, lighting and timed VFX.
Recognize
Converts the player’s drawn path into a semantic brush action.
Generate
Builds plant structure and growth motion through procedural Houdini networks.
Integrate
Imports Alembic animation and connects each action to the Unity scene.
Orchestrate
Synchronizes sky, light, ink particles and environmental animation.