kunz Difference between revisions of "Live 2022.09.16"

Difference between revisions of "Live 2022.09.16"

From kunz
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[[File:2022_09_16_find_shortes_path_examples.gif | 960px]]
[[File:2022_09_16_find_shortes_path_examples.gif | 960px]]


[[:File:2022_09_16_find_shortest_path_examples.hiplc | 2022_09_16_find_shortest_path_examples.hiplc]]
The [https://www.sidefx.com/docs/houdini/nodes/sop/findshortestpath.html Find Shortest Path node] can be used not only for finding the shortest path between two points, but can be used to create complex, interesting path networks.  This file shows a few different ways the node can be used [[:File:2022_09_16_find_shortest_path_examples.hiplc | 2022_09_16_find_shortest_path_examples.hiplc]]


= Video On Demand =
= Video On Demand =

Revision as of 12:03, 1 December 2022

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

Iridescent Metallics

2022 09 16 mtlx metal spin.gif https://en.wikipedia.org/wiki/Bismuth

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


References

Bruno Militelli Bismuth photographs

bismuth 3d model


Modeling with Find Shortest Path

2022 09 16 find shortes path examples.gif

The Find Shortest Path node can be used not only for finding the shortest path between two points, but can be used to create complex, interesting path networks. This file shows a few different ways the node can be used 2022_09_16_find_shortest_path_examples.hiplc

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

Scene File

2022_09_11_greeble_techniques.hiplc