Difference between revisions of "Live 2022.09.16"
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The [https://www.sidefx.com/docs/houdini/nodes/sop/findshortestpath.html Find Shortest Path node] can be used not only for finding the shortest path between two points, but can be used to create complex, interesting path networks. | The [https://www.sidefx.com/docs/houdini/nodes/sop/findshortestpath.html Find Shortest Path node] can be used not only for finding the shortest path between two points, but can be used to create complex, interesting path networks. | ||
This file shows a few different ways the node can be used: [[:File:2022_09_16_find_shortest_path_examples.hiplc | 2022_09_16_find_shortest_path_examples.hiplc]] | This file shows a few different ways the node can be used: [[:File:2022_09_16_find_shortest_path_examples.hiplc | 2022_09_16_find_shortest_path_examples.hiplc]] | ||
Revision as of 12:04, 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
The Find Shortest Path node can be used not only for finding the shortest path between two points, but can be used to create complex, interesting path networks.
This file shows a few different ways the node can be used: 2022_09_16_find_shortest_path_examples.hiplc
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