kunz Difference between revisions of "Live 2022.09.16"

Difference between revisions of "Live 2022.09.16"

From kunz
 
(24 intermediate revisions by the same user not shown)
Line 1: Line 1:
Bismuth [https://www.wolframscience.com/nks/notes-8-2--hopper-crystals/ hopper crystal]
= Iridescent Bismuth =
[https://en.wikipedia.org/wiki/Tempering_%28metallurgy%29] [https://en.wikipedia.org/wiki/Patterns_in_nature#Tessellations patterns in nature]
[[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.


= Iridescent Metallics =
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/Bismuth
== 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.


https://en.wikipedia.org/wiki/Iridescence
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 ⤵
[[File:2022_09_16_mtlx_metal_spin.gif | 960px]]
Karma viewport example tumbling around the scene ⤵
[[File:2022_09_16_viewport_karma.gif | 960px]]


== References ==
== References ==
Line 18: Line 32:
</gallery>
</gallery>


<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>


== Scene File ==
I also suggest taking a look at [https://www.brunomilitelli.com/portfolio/bismuto Bruno Militelli's Bismuth photographs]
[[:File:2022_09_11_greeble_techniques.hiplc | 2022_09_11_greeble_techniques.hiplc]]


== Lot Subdivision ==
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.
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.


== Modeling with Find Shortest Path ==
[[File:2022_09_16_find_shortes_path_examples.gif | 960px]]


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


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


= Video On Demand =
<embedvideo service="youtube" dimensions="960x540" urlargs="modestbranding=1&showinfo=0">https://youtu.be/a24fOktLkhU</embedvideo>


[[File:2022_09_11_extract_subd_transforms.gif | 960px]]
* 0:00:00 introduction
 
* 0:01:00 MaterialX shaderball
[[:File:2022_09_11_extract_face_transform_labs_lot_subd.hiplc | 2022_09_11_extract_face_transform_labs_lot_subd.hiplc]]
* 0:04:50 creating MaterialX shader
 
* 0:05:40 adding a dome light
== References ==
* 0:08:40 loading a .mtlx example shader
[[File:Screen_Shot_2022-11-14_at_11.20.01_AM.png | 960 px]]
* 0:10:00 graphing the .mtlx shader
 
* 0:12:40 examine the .mtlx file text
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]
* 0:21:00 adjusting thin film thickness and for
[[File:holden-haotian-zhang-finalshot-v3.jpeg | 960 px ]]
* 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
== Video On Demand ==
* 0:48:00 sweeping a custom font profile
<embedvideo service="youtube" dimensions="960x540" urlargs="modestbranding=1&showinfo=0">https://youtu.be/a24fOktLkhU</embedvideo>
* 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


* 0:00:00 SSS random walk example render
= Scene File =
* 0:00:52 SOP modeling begins
[[:File:2022_09_16_mtlx_bismuth_metals.hiplc | 2022_09_16_mtlx_bismuth_metals.hiplc]]
* 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

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