kunz Difference between revisions of "Live 2022.09.13"

Difference between revisions of "Live 2022.09.13"

From kunz
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== References ==
== Additional Renders ==
[[File:Screen_Shot_2022-11-14_at_11.20.01_AM.png | 960 px]]
[[File:2022_09_13_random_walk2.jpeg | 960 px]]


For more inspiration on how this type of workflow could be extended, check out Holden Haotian Zhang's [https://www.artstation.com/artwork/NGoDk5 Houdini Greeble Tool]
[[File:2022_09_13_rwSSS_002.jpg | 960 px ]]
[[File:holden-haotian-zhang-finalshot-v3.jpeg | 960 px ]]
 
[[File:2022_09_13_rwSSS_003.jpg | 960 px ]]





Revision as of 18:25, 28 November 2022

Random Walk SSS Sculpture

2022 09 13 random walk2.jpeg Taking a look at the new random walk SSS model recently added to Redshift Render

Saul Espinosa shared some really impressive examples of the new SSS model on twitter. FWmlu7KVUAEQMxg.jpeg

Scene File

2022_09_13_random_walk_SSS_sculpture.hiplc

Summary

Screenshot at 2022-11-28 15-29-06.png

Screenshot at 2022-11-28 12-41-01.png

Screenshot at 2022-11-28 13-17-36.png

2022 09 13 rwSSS 002.jpg


Additional Renders

2022 09 13 random walk2.jpeg

2022 09 13 rwSSS 002.jpg

2022 09 13 rwSSS 003.jpg


Video On Demand

  • 0:00:00 SSS random walk example render
  • 0:00:52 SOP modeling begins
  • 0:06:00 remesh to grid SOP
  • 0:07:00 VOP pattern generation
  • 0:09:00 displace mesh using VOP
  • 0:14:10 modeling the plinth
  • 0:18:20 placing the camera
  • 0:19:00 redshift render and lighting
  • 0:20:00 redshift shader building
  • 0:21:00 SSS random walk settings
  • 0:26:00 iterative displacement using for loop
  • 0:27:40 fix penetrations using detangle SOP
  • 0:47:40 add rectangle area light
  • 1:11:25 adding another rect light
  • 1:14:00 building shader for the plinth
  • 1:18:50 copying rest coordinates initial geo
  • 1:19:50 adding shader noise based on rest coords
  • 1:28:30 layering materials in the shader
  • 1:34:00 adjusting render postFX
  • 1:40:30 final render