kunz Difference between revisions of "Live 2022.09.16"

Difference between revisions of "Live 2022.09.16"

From kunz
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= Iridescent Metallics =
= Iridescent Metallics =
 
[[File:2022_09_16_mtlx_metal_spin.gif | 960px]]
https://en.wikipedia.org/wiki/Bismuth
https://en.wikipedia.org/wiki/Bismuth


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[https://sketchfab.com/3d-models/bismuth-e95f85960c5344d2857ef948ad103e20 bismuth 3d model]
[https://sketchfab.com/3d-models/bismuth-e95f85960c5344d2857ef948ad103e20 bismuth 3d model]


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


== Modeling with Find Shortest Path ==
== Modeling with Find Shortest Path ==
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== 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>


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* 1:56:00 final render
* 1:56:00 final render
* 1:59:00 wrapping up
* 1:59:00 wrapping up
= Scene File =
[[:File:2022_09_11_greeble_techniques.hiplc | 2022_09_11_greeble_techniques.hiplc]]

Revision as of 11:26, 1 December 2022

Bismuth hopper crystal [1] patterns in nature iridescence in nature

Iridescent Metallics

2022 09 16 mtlx metal spin.gif https://en.wikipedia.org/wiki/Bismuth

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


References

Bruno Militelli Bismuth photographs

bismuth 3d model


Modeling with Find Shortest Path

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_11_greeble_techniques.hiplc