kunz Difference between revisions of "Live 2022.09.16"

Difference between revisions of "Live 2022.09.16"

From kunz
(Created page with "== Iridescent Metals == 960px https://en.wikipedia.org/wiki/Bismuth https://en.wikipedia.org/wiki/Iridescence == Scene File == :...")
 
 
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== Iridescent Metals ==
= Iridescent Bismuth =
[[File:2022_09_13_random_walk2.jpeg | 960px]]
[[File:content_thumbnail_2022_09_16.jpg | 960px]]
== Introduction ==
Bismuth Crystals are a really interesting area to study.  The [https://en.wikipedia.org/wiki/Bismuth hopper crystal forms] and [https://en.wikipedia.org/wiki/Iridescence iridescent colors] are very nice to look at and create an almost alien or psychedelic feeling.


https://en.wikipedia.org/wiki/Bismuth
Similar phenomenons can be observed in [https://en.wikipedia.org/wiki/Tempering_%28metallurgy%29 metallurgy], [https://en.wikipedia.org/wiki/Patterns_in_nature#Tessellations patterns in nature], and [https://www.sciencealert.com/we-now-know-why-natural-selection-may-favor-iridescence-in-some-animals some animals in nature].


https://en.wikipedia.org/wiki/Iridescence
== Stream Summary ==
The [https://autodesk.github.io/standard-surface/#closures/metal Standard Surface] model implemented in Karma and MaterialX has a thin film model for metallic reflections, which can create these rainbow-like iridescence effects.


I wanted to try out the thin film model and initially test it on a shaderball to get a sense of how the settings and parameters work.


After experimenting with the shader, I procedurally model a simple maze-like geometric form using the path finding node in Houdini.  This form is then instanced to a point cloud to create the repetitive fractal-like form, similar to Bismuth crystals.


== Scene File ==
[[:File:2022_09_11_greeble_techniques.hiplc | 2022_09_11_greeble_techniques.hiplc]]


== Lot Subdivision ==
Below is the final render with some animation applied to the geometry as well as the lights ⤵
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.


[[File:2022_09_16_mtlx_metal_spin.gif | 960px]]


Below are some examples of techniques using the lot subdivision node.


[[File:2022_09_11_labs_lot_subd.gif | 960 px]]
Karma viewport example tumbling around the scene ⤵


[[:File:2022_09_11_labs_lot_subd.hiplc | 2022_09_11_labs_lot_subd.hiplc]]
[[File:2022_09_16_viewport_karma.gif | 960px]]


== References ==
<gallery mode="packed">
File:tumblr_a7bf2660521796e6367ca575582d53d9_7e787c34_400.gif
File:tumblr_04dba021c256ac91d428c8883b402acd_705bd507_400.gif
File:tumblr_2738878e8295d008c2bde1ce7fefb091_46e6964a_400.gif
File:tumblr_1cce04bdfe9893740dc1b2b7a92ae69b_835dbf49_400.gif
File:tumblr_02b2b5e580b2e69da710889d9cf353fb_f2ce7241_400.gif
</gallery>


[[File:2022_09_11_extract_subd_transforms.gif | 960px]]
<gallery mode="packed">
File:2022_09_16_Bismuth-crystal-1.jpeg
File:8059147.jpeg
File:ffc2f761fd8c9ed38faf004a8308a0b8.jpeg
File:29f0eaec2754d2d70c20446f67e0b61e.jpeg
File:100177_1578067750.jpeg
</gallery>


[[:File:2022_09_11_extract_face_transform_labs_lot_subd.hiplc | 2022_09_11_extract_face_transform_labs_lot_subd.hiplc]]
I also suggest taking a look at [https://www.brunomilitelli.com/portfolio/bismuto Bruno Militelli's Bismuth photographs]


== References ==
You can also [https://sketchfab.com/3d-models/bismuth-e95f85960c5344d2857ef948ad103e20 find some 3d models of Bismuth on Sketchfab] which can be downloaded and imported into Houdini to test shaders on.
[[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]
== Modeling with Find Shortest Path ==
[[File:holden-haotian-zhang-finalshot-v3.jpeg | 960 px ]]
[[File:2022_09_16_find_shortes_path_examples.gif | 960px]]


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 contains the example animation above, and 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 =
<embedvideo service="youtube" dimensions="960x540" urlargs="modestbranding=1&showinfo=0">https://youtu.be/a24fOktLkhU</embedvideo>
<embedvideo service="youtube" dimensions="960x540" urlargs="modestbranding=1&showinfo=0">https://youtu.be/a24fOktLkhU</embedvideo>


* 0:00:00 SSS random walk example render
* 0:00:00 introduction
* 0:00:52 SOP modeling begins
* 0:01:00 MaterialX shaderball
* 0:06:00 remesh to grid SOP
* 0:04:50 creating MaterialX shader
* 0:07:00 VOP pattern generation
* 0:05:40 adding a dome light
* 0:09:00 displace mesh using VOP
* 0:08:40 loading a .mtlx example shader
* 0:14:10 modeling the plinth
* 0:10:00 graphing the .mtlx shader
* 0:18:20 placing the camera
* 0:12:40 examine the .mtlx file text
* 0:19:00 redshift render and lighting
* 0:21:00 adjusting thin film thickness and for
* 0:20:00 redshift shader building
* 0:32:30 using noise to drive thin film
* 0:21:00 SSS random walk settings
* 0:37:00 using facing ratio to drive thin film
* 0:26:00 iterative displacement using for loop
* 0:40:00 procedural modeling in SOPs
* 0:27:40 fix penetrations using detangle SOP
* 0:41:00 find shortest path
* 0:47:40 add rectangle area light
* 0:48:00 sweeping a custom font profile
* 1:11:25 adding another rect light
* 0:53:40 applying our shader
* 1:14:00 building shader for the plinth
* 0:58:00 duplicating and instancing
* 1:18:50 copying rest coordinates initial geo
* 0:59:00 adding camera and area lights
* 1:19:50 adding shader noise based on rest coords
* 1:04:40 extending the instancing workflow
* 1:28:30 layering materials in the shader
* 1:06:50 sphere packing with vdbtospheres SOP
* 1:34:00 adjusting render postFX
* 1:15:00 rendering
* 1:40:30 final render
* 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 =
[[:File:2022_09_16_mtlx_bismuth_metals.hiplc | 2022_09_16_mtlx_bismuth_metals.hiplc]]

Latest revision as of 11:20, 2 December 2022

Iridescent Bismuth

content thumbnail 2022 09 16.jpg

Introduction

Bismuth Crystals are a really interesting area to study. The hopper crystal forms and iridescent colors are very nice to look at and create an almost alien or psychedelic feeling.

Similar phenomenons can be observed in metallurgy, patterns in nature, and some animals in nature.

Stream Summary

The Standard Surface model implemented in Karma and MaterialX has a thin film model for metallic reflections, which can create these rainbow-like iridescence effects.

I wanted to try out the thin film model and initially test it on a shaderball to get a sense of how the settings and parameters work.

After experimenting with the shader, I procedurally model a simple maze-like geometric form using the path finding node in Houdini. This form is then instanced to a point cloud to create the repetitive fractal-like form, similar to Bismuth crystals.


Below is the final render with some animation applied to the geometry as well as the lights ⤵

2022 09 16 mtlx metal spin.gif


Karma viewport example tumbling around the scene ⤵

2022 09 16 viewport karma.gif

References

I also suggest taking a look at Bruno Militelli's Bismuth photographs

You can also find some 3d models of Bismuth on Sketchfab which can be downloaded and imported into Houdini to test shaders on.

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 contains the example animation above, and 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_16_mtlx_bismuth_metals.hiplc