Difference between revisions of "Live 2022.09.16"
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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] | ||
== Modeling with Find Shortest Path == | == Modeling with Find Shortest Path == | ||
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= 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
https://en.wikipedia.org/wiki/Bismuth
https://en.wikipedia.org/wiki/Iridescence
References
Bruno Militelli Bismuth photographs
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