kunz Difference between revisions of "Live 2022.09.13"

Difference between revisions of "Live 2022.09.13"

From kunz
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== Video On Demand ==
== Video On Demand ==
<embedvideo service="youtube" dimensions="960x540" urlargs="modestbranding=1&showinfo=0">https://youtu.be/sX3KTZrpHgI</embedvideo>
<embedvideo service="youtube" dimensions="960x540" urlargs="modestbranding=1&showinfo=0">https://youtu.be/5VIX70RdT0k</embedvideo>


* 00:02:05 Instancing methods in Solaris
* 0:00:00 SSS random walk example render
* 00:03:55 Instancing using the copy to points LOP node
* 0:00:52 SOP modeling begins
* 00:04:56 Editing the instance points inside of the copy LOP node
* 0:06:00 remesh to grid SOP
* 00:07:00 Instances and Prototypes
* 0:07:00 VOP pattern generation
* 00:07:45 Directing the orientation of copies using the normal attribute
* 0:09:00 displace mesh using VOP
* 00:09:00 Adding ground plane, lights, etc.
* 0:14:10 modeling the plinth
* 00:14:45 Starting the second example
* 0:18:20 placing the camera
* 00:15:21 Labs Lot Subdivision SOP
* 0:19:00 redshift render and lighting
* 00:16:46 Insetting surfaces using polyexpand node and a for loop block
* 0:20:00 redshift shader building
* 00:19:27 Local control over extrusion using randomized zscale attribute
* 0:21:00 SSS random walk settings
* 00:20:22 Scale faces independently using primitive properties SOP node
* 0:26:00 iterative displacement using for loop
* 00:27:30 Using hscript expression to randomize the face rotations
* 0:27:40 fix penetrations using detangle SOP
* 00:28:31 Beveling edges
* 0:47:40 add rectangle area light
* 00:35:00 Extracting a transform matrix from each box
* 1:11:25 adding another rect light
* 00:38:32 Adding labeled output nodes
* 1:14:00 building shader for the plinth
* 00:43:25 Importing packed prims into Solaris as instances
* 1:18:50 copying rest coordinates initial geo
* 00:45:06 Adding lights to the scene
* 1:19:50 adding shader noise based on rest coords
* 00:46:00 Adding a camera
* 1:28:30 layering materials in the shader
* 00:50:35 Adjusting spotlight parameters on the light
* 1:34:00 adjusting render postFX
* 00:53:40 Adding a dome environment light
* 1:40:30 final render
* 00:59:00 Creating materials
* 01:10:00 Setting up the physical lens shader for Karma
* 01:19:16 Enabling ACES using the SideFX labs menu
* 01:33:30 Using the image viewport in Solaris
* 01:36:20 Final composition and wrapping up

Revision as of 18:25, 26 November 2022

Random Walk SSS Sculpture

2022 09 13 random walk2.jpeg Taking a look at the new random walk SSS model recently added to Redshift

Latest Redshift Release Features Random Walk and Volumetric Anisotropy.

Scene File

2022_09_11_greeble_techniques.hiplc

Lot Subdivision

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


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

2022 09 11 labs lot subd.gif

2022_09_11_labs_lot_subd.hiplc


2022 09 11 extract subd transforms.gif

2022_09_11_extract_face_transform_labs_lot_subd.hiplc

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 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