Live 2022.09.13: Difference between revisions
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== Video On Demand == | == Video On Demand == | ||
<embedvideo service="youtube" dimensions="960x540" urlargs="modestbranding=1&showinfo=0">https://youtu.be/ | <embedvideo service="youtube" dimensions="960x540" urlargs="modestbranding=1&showinfo=0">https://youtu.be/5VIX70RdT0k</embedvideo> | ||
* 00: | * 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 | ||
* | |||
* | |||
Revision as of 18:25, 26 November 2022
Random Walk SSS Sculpture
Taking a look at the new random walk SSS model recently added to Redshift
Latest Redshift Release Features Random Walk and Volumetric Anisotropy.
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
