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Live 2022.11.15: Difference between revisions

From kunz
Line 52: Line 52:
<embedvideo service="youtube" dimensions="960x540" urlargs="modestbranding=1&showinfo=0">https://youtu.be/Zd1PIjUXyhU</embedvideo>
<embedvideo service="youtube" dimensions="960x540" urlargs="modestbranding=1&showinfo=0">https://youtu.be/Zd1PIjUXyhU</embedvideo>


* 0:00:00 introduction
* 00:00 Introduction
* 0:01:00 MaterialX shaderball
* 00:50 Flipbook iterations
* 0:04:50 creating MaterialX shader
* 06:10 Scene walkthrough
* 0:05:40 adding a dome light
* 06:30 Vellum wire simulation setup
* 0:08:40 loading a .mtlx example shader
* 09:50 Setting up the FLIP emission source
* 0:10:00 graphing the .mtlx shader
* 12:33 Initial velocity for FLIP emission
* 0:12:40 examine the .mtlx file text
* 14:10 Procedural noise from rest coordinates
* 0:21:00 adjusting thin film thickness and for
* 15:28 FLIP simulation overview
* 0:32:30 using noise to drive thin film
* 15:50 VEX wrangle to control divergence
* 0:37:00 using facing ratio to drive thin film
* 18:50 Surface tension settings
* 0:40:00 procedural modeling in SOPs
* 20:35 Post simulation workflow
* 0:41:00 find shortest path
* 23:10 Visualize shader noise from rest attribute
* 0:48:00 sweeping a custom font profile
* 39:10 Visualize age particle attribute
* 0:53:40 applying our shader
* 44:18 Visualizing divergence in FLIP simulation
* 0:58:00 duplicating and instancing
* 51:00 Wrapping up and overview
* 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
 
00:00 Introduction
00:50 Flipbook iterations
06:10 Scene walkthrough
06:30 Vellum wire simulation setup
09:50 Setting up the FLIP emission source
12:33 Initial velocity for FLIP emission
14:10 Procedural noise from rest coordinates
15:28 FLIP simulation overview
15:50 VEX wrangle to control divergence
18:50 Surface tension settings
20:35 Post simulation workflow
23:10 Visualize shader noise from rest attribute
39:10 Visualize age particle attribute
44:18 Visualizing divergence in FLIP simulation
51:00 Wrapping up and overview


= Scene File =
= Scene File =
[[:File:2022_09_16_mtlx_bismuth_metals.hiplc | 2022_09_16_mtlx_bismuth_metals.hiplc]]
[[:File:2022_09_16_mtlx_bismuth_metals.hiplc | 2022_09_16_mtlx_bismuth_metals.hiplc]]

Revision as of 14:14, 27 January 2023

Foam Sprayers

Introduction

Bismuth Crystals are a really interesting area to study. The [1] and iridescent colors are very nice to look at and create an almost alien or p

Stream Summary

The Standard Surface model implemented in Karma and MaterialX has a thin film model for metallic reflections, which can create these rainbow-like iridescence effects.

I wanted to try out the thin film model and initially test it on a shaderball to get a sense of how the settings and parameters work.

After experimenting with the shader, I procedurally model a simple maze-like geometric form using the path finding node in Houdini. This form is then instanced to a point cloud to create the repetitive fractal-like form, similar to Bismuth crystals.


Below is the final render with some animation applied to the geometry as well as the lights ⤵


Karma viewport example tumbling around the scene ⤵

References

I also suggest taking a look at Bruno Militelli's Bismuth photographs

You can also find some 3d models of Bismuth on Sketchfab which can be downloaded and imported into Houdini to test shaders on.

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 contains the example animation above, and shows a few different ways the node can be used: 2022_09_16_find_shortest_path_examples.hiplc

Video On Demand

  • 00:00 Introduction
  • 00:50 Flipbook iterations
  • 06:10 Scene walkthrough
  • 06:30 Vellum wire simulation setup
  • 09:50 Setting up the FLIP emission source
  • 12:33 Initial velocity for FLIP emission
  • 14:10 Procedural noise from rest coordinates
  • 15:28 FLIP simulation overview
  • 15:50 VEX wrangle to control divergence
  • 18:50 Surface tension settings
  • 20:35 Post simulation workflow
  • 23:10 Visualize shader noise from rest attribute
  • 39:10 Visualize age particle attribute
  • 44:18 Visualizing divergence in FLIP simulation
  • 51:00 Wrapping up and overview

Scene File

2022_09_16_mtlx_bismuth_metals.hiplc