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Live 2022.09.13: Difference between revisions

From kunz
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Taking a look at the new random walk SSS model [https://www.maxon.net/en/article/latest-redshift-release-features-random-walk-and-volumetric-anisotropy recently added to Redshift Render]
Taking a look at the new random walk SSS model [https://www.maxon.net/en/article/latest-redshift-release-features-random-walk-and-volumetric-anisotropy recently added to Redshift Render]


Saul Espinosa shared some really impressive examples of the new SSS model [https://twitter.com/theartofsaul/status/1542941479768694784 on twitter].
After seeing [https://twitter.com/theartofsaul/status/1542941479768694784 Saul Espinosa share] some really impressive demonstrations of the new SSS model,  [[File:FWmlu7KVUAEQMxg.jpeg | 560px]]
[[File:FWmlu7KVUAEQMxg.jpeg | 960px]]
I wanted to give it a try as well.  I used VOPs and a an iterative displacement process as well as the detangle SOP to try to procedurally generate some organic blob looking form.


== Scene File ==
== Scene File ==
[[:File:2022_09_13_random_walk_SSS_sculpture.hiplc | 2022_09_13_random_walk_SSS_sculpture.hiplc]]
[[:File:2022_09_13_random_walk_SSS_sculpture.hiplc | 2022_09_13_random_walk_SSS_sculpture.hiplc]]


== Lot Subdivision ==
== Summary ==
The [https://www.sidefx.com/docs/houdini/nodes/sop/labs--lot_subdivision.html Labs Lot Subdivision] node is quite useful to quickly build detail to geometry.




Below are some examples of techniques using the lot subdivision node.
Using some VOP nodes to build a pattern
[[File:Screenshot_at_2022-11-28_15-29-06.png | 960 px]]


[[File:2022_09_11_labs_lot_subd.gif | 960 px]]


[[:File:2022_09_11_labs_lot_subd.hiplc | 2022_09_11_labs_lot_subd.hiplc]]
Distorting the pattern using curl noise applied to the input position, the pattern is then used to displace the mesh along it's surface normal.  This can be done iteratively using a for loop with feedback enabled.
[[File:Screenshot_at_2022-11-28_12-41-01.png | 960 px]]




[[File:2022_09_11_extract_subd_transforms.gif | 960px]]
Applying a detangle SOP inside the loop produces nice wrinkling and helps to prevent overlaps or penetration in the mesh.
 
<gallery mode="packed">
[[:File:2022_09_11_extract_face_transform_labs_lot_subd.hiplc | 2022_09_11_extract_face_transform_labs_lot_subd.hiplc]]
File:Screenshot_at_2022-11-28_13-17-36.png
 
File:2022_09_13_rwSSS_002.jpg
== References ==
</gallery>
[[File:Screen_Shot_2022-11-14_at_11.20.01_AM.png | 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:holden-haotian-zhang-finalshot-v3.jpeg | 960 px ]]
 


Below you can see a render comparison with grey shaded and the displaced random walk SSS shaded.
[[File:2022_09_13_side_by_side.gif | 960px]]


== Video On Demand ==
== Video On Demand ==
Line 55: Line 52:
* 1:34:00 adjusting render postFX
* 1:34:00 adjusting render postFX
* 1:40:30 final render
* 1:40:30 final render
== Additional Renders ==
<gallery mode="packed">
File:2022_09_13_random_walk2.jpeg
File:2022_09_13_rwSSS_002.jpg
File:2022_09_13_rwSSS_003.jpg
</gallery>

Latest revision as of 14:47, 29 November 2022

Random Walk SSS Sculpture

Taking a look at the new random walk SSS model recently added to Redshift Render

After seeing Saul Espinosa share some really impressive demonstrations of the new SSS model, I wanted to give it a try as well. I used VOPs and a an iterative displacement process as well as the detangle SOP to try to procedurally generate some organic blob looking form.

Scene File

2022_09_13_random_walk_SSS_sculpture.hiplc

Summary

Using some VOP nodes to build a pattern


Distorting the pattern using curl noise applied to the input position, the pattern is then used to displace the mesh along it's surface normal. This can be done iteratively using a for loop with feedback enabled.


Applying a detangle SOP inside the loop produces nice wrinkling and helps to prevent overlaps or penetration in the mesh.

Below you can see a render comparison with grey shaded and the displaced random walk SSS shaded.

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


Additional Renders