kunz Difference between revisions of "Live 2022.08.26"

Difference between revisions of "Live 2022.08.26"

From kunz
(Created page with "== Samsung s22 Style Particle Rendering == 900px == Scene File == Download the Houdini file: :File:2022_08_23_materialx_USD_008.hi...")
 
 
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== Samsung s22 Style Particle Rendering ==
== Samsung s22 Style Particle Rendering ==
[[File:2022_08_23_Karma_USD_Mtlx.gif | 900px]]
[[File:2022_08_26_flip_splash_particle_spinner_v006_2.jpg | 960px]]


== Scene File ==
== Scene Files ==
 
* [[:File:2022_08_26_s22_particles_003.hiplc | s22_particles_003.hiplc]]
Download the Houdini file: [[:File:2022_08_23_materialx_USD_008.hiplc|2022_08_23_materialx_USD_008.hiplc]]
* [[:File:2022_08_26_s22_particles_004.hiplc | s22_particles_004.hiplc]]
* [[:File:2022_08_26_s22_particles_005.hiplc | s22_particles_005.hiplc]]


== Summary ==
== Summary ==
[[File:S22_S22plus_Exclusive_Carousel_AnimatedKV_PC.mp4 | right]]


Starting with a basic FLIP simulation which spins the fluid about the origin and injects turbulence into faster moving areas, we look at techniques to light, shade and render the particles like the recent Samsung s22 campaign.  [[File:S22_S22plus_Exclusive_Carousel_AnimatedKV_PC.mp4 | right]]  Over the course of the stream a few different compositions, lighting setups and color treatments are explored as well as PostFX color correcting and grading.
Starting with a basic FLIP simulation which spins the fluid about the origin and injects turbulence into faster moving areas, we look at techniques to light, shade and render the particles like the recent Samsung s22 campaign.   
 
Below is the MaterialX shading network.
 
[[File:Screenshot_at_2022-09-09_13-00-32.png | 900px]]


Over the course of the stream a few different compositions, lighting setups and color treatments are explored as well as PostFX color correcting and grading.


== Video On Demand ==
== Video On Demand ==
<embedvideo service="youtube" dimensions="900x500" urlargs="modestbranding=1&showinfo=0&controls=0">https://www.youtube.com/watch?v=HDgPeE05wrE</embedvideo>
<embedvideo service="youtube" dimensions="960x540" urlargs="modestbranding=1&showinfo=0">https://www.youtube.com/watch?v=KOThDGDx4Iw</embedvideo>
* 00:00 Solaris LOP Stage introduction
* 00:00:00 Introduction
* 02:50 LOP node concepts
* 00:01:35 simulation overview
* 09:10 Making a MaterialX shader
* 00:08:40 bringing simulation cache in
* 14:30 Using geometry attributes in MaterialX
* 00:09:42 viewport settings for particles
* 15:30 Using other geometry properties to generate patterns
* 00:16:05 particle density visualized as color
* 24:10 Enabling ACES through the SideFX Labs menu
* 00:27:50 setting up cameras
* 34:40 Modeling a blobby shape
* 00:30:13 adding redshift parms for particle rendering
* 45:10 Adjusting lights and materials for the blobby shape
* 00:31:50 preview rendering
* 1:00:00 Looking at the structure of USD files
* 00:33:30 crop particles to camera frustum
* 1:03:00 Adding studio backdrop geometry
* 00:43:07 adding rect lights
* 1:16:00 Adjusting camera composition and render settings
* 00:52:10 making particle shader
* 01:15:25 starting another color and composition
* 01:36:00 starting another color and composition
* 02:04:00 wrapping up




During the live stream, I didn't connect the height to normal node properly which was causing the shading artifacts.  To fix this, you can add a normal map node in between the shader connection like so.
To speed up render times when rendering particles like this, you can reduce the reflection trace depth.


[[File:Screenshot_at_2022-09-09_14-39-32.png | 900px]]
[[File:Screenshot_at_2022-09-14_11-44-19.png | 900px]]


== Links ==
== Links ==
You can read more about using [https://github.com/AcademySoftwareFoundation/MaterialX#readme MaterialX] in Karma and Solaris [https://www.sidefx.com/docs/houdini/solaris/materialx.html here].
The Samsung advertising images can be seen here on the product page: [https://www.samsung.com/pt/smartphones/galaxy-s22/ Galaxy s22]
 
The [https://www.sidefx.com/docs/houdini/nodes/vop/mtlxstandard_surface.html MtlX Standard Surface] node is based off of the [https://autodesk.github.io/standard-surface/ Autodesk Standard Surface]
 
For more details, see the [https://materialx.org/assets/MaterialX.v1.38.Spec.pdf MaterialX specification] on the nodes, functionality and capabilities.


== Additional Images ==
== Additional Images ==


<gallery mode="packed">
<gallery mode="packed">
File:2022_08_23_material_USD_001.jpeg
File:2022_08_26_flip_splash_particle_spinner_v004.jpg
File:2022_08_23_material_USD_009_cam2.jpeg
File:2022_08_26_flip_splash_particle_spinner_v006.jpg
File:2022_08_23_material_USD_008.jpeg
File:2022_08_26_flip_splash_particle_spinner_v003_1.jpg
File:2022_08_23_material_USD_009_cam1.jpeg
File:2022_08_26_flip_splash_particle_spinner_v012.jpg
File:2022_08_23_materialX_USD_009_cam4.jpeg
File:2022_08_26_flip_splash_particle_spinner_v009.jpg
 
</gallery>
</gallery>

Latest revision as of 13:51, 14 September 2022

Samsung s22 Style Particle Rendering

2022 08 26 flip splash particle spinner v006 2.jpg

Scene Files

Summary

Starting with a basic FLIP simulation which spins the fluid about the origin and injects turbulence into faster moving areas, we look at techniques to light, shade and render the particles like the recent Samsung s22 campaign.

Over the course of the stream a few different compositions, lighting setups and color treatments are explored as well as PostFX color correcting and grading.

Video On Demand

  • 00:00:00 Introduction
  • 00:01:35 simulation overview
  • 00:08:40 bringing simulation cache in
  • 00:09:42 viewport settings for particles
  • 00:16:05 particle density visualized as color
  • 00:27:50 setting up cameras
  • 00:30:13 adding redshift parms for particle rendering
  • 00:31:50 preview rendering
  • 00:33:30 crop particles to camera frustum
  • 00:43:07 adding rect lights
  • 00:52:10 making particle shader
  • 01:15:25 starting another color and composition
  • 01:36:00 starting another color and composition
  • 02:04:00 wrapping up


To speed up render times when rendering particles like this, you can reduce the reflection trace depth.

Screenshot at 2022-09-14 11-44-19.png

Links

The Samsung advertising images can be seen here on the product page: Galaxy s22

Additional Images