kunz Difference between revisions of "Live 2022.09.16"

Difference between revisions of "Live 2022.09.16"

From kunz
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File:100177_1578067750.jpeg
File:100177_1578067750.jpeg
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[https://www.brunomilitelli.com/portfolio/bismuto Bruno Militelli Bismuth photographs]


[https://sketchfab.com/3d-models/bismuth-e95f85960c5344d2857ef948ad103e20 bismuth 3d model]
[https://sketchfab.com/3d-models/bismuth-e95f85960c5344d2857ef948ad103e20 bismuth 3d model]

Revision as of 14:28, 30 November 2022

Bismuth hopper crystal [1] patterns in nature iridescence in nature

Iridescent Metallics

https://en.wikipedia.org/wiki/Bismuth

https://en.wikipedia.org/wiki/Iridescence


References

Bruno Militelli Bismuth photographs

bismuth 3d model

Scene File

2022_09_11_greeble_techniques.hiplc

Modeling with Find Shortest Path

The Labs Lot Subdivision node is quite useful to quickly build detail to geometry.



References

Screen Shot 2022-11-14 at 11.20.01 AM.png

For more inspiration on how this type of workflow could be extended, check out Holden Haotian Zhang's Houdini Greeble Tool holden-haotian-zhang-finalshot-v3.jpeg


Video On Demand

  • 0:00:00 introduction
  • 0:01:00 MaterialX shaderball
  • 0:04:50 creating MaterialX shader
  • 0:05:40 adding a dome light
  • 0:08:40 loading a .mtlx example shader
  • 0:10:00 graphing the .mtlx shader
  • 0:12:40 examine the .mtlx file text
  • 0:21:00 adjusting thin film thickness and for
  • 0:32:30 using noise to drive thin film
  • 0:37:00 using facing ratio to drive thin film
  • 0:40:00 procedural modeling in SOPs
  • 0:41:00 find shortest path
  • 0:48:00 sweeping a custom font profile
  • 0:53:40 applying our shader
  • 0:58:00 duplicating and instancing
  • 0:59:00 adding camera and area lights
  • 1:04:40 extending the instancing workflow
  • 1:06:50 sphere packing with vdbtospheres SOP
  • 1:15:00 rendering
  • 1:20:00 adjusting lights for better highlights
  • 1:28:00 adding depth of field
  • 1:44:00 adding physical lens shader
  • 1:56:00 final render
  • 1:59:00 wrapping up