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Live 2022.09.16: Difference between revisions

From kunz
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[https://en.wikipedia.org/wiki/Tempering_%28metallurgy%29] [https://en.wikipedia.org/wiki/Patterns_in_nature#Tessellations patterns in nature]
[https://en.wikipedia.org/wiki/Tempering_%28metallurgy%29] [https://en.wikipedia.org/wiki/Patterns_in_nature#Tessellations patterns in nature]


== Iridescent Metallics ==
= Iridescent Metallics =


https://en.wikipedia.org/wiki/Bismuth
https://en.wikipedia.org/wiki/Bismuth
Line 8: Line 8:
https://en.wikipedia.org/wiki/Iridescence
https://en.wikipedia.org/wiki/Iridescence


== 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>





Revision as of 11:41, 30 November 2022

Bismuth hopper crystal [1] patterns in nature

Iridescent Metallics

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

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


References


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.hiplc


2022_09_11_extract_face_transform_labs_lot_subd.hiplc

References

For more inspiration on how this type of workflow could be extended, check out Holden Haotian Zhang's Houdini Greeble Tool


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