Live 2022.09.13: Difference between revisions
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== Random Walk SSS Sculpture == | == Random Walk SSS Sculpture == | ||
[[File:2022_09_13_random_walk2.jpeg | 960px]] | [[File:2022_09_13_random_walk2.jpeg | 960px]] | ||
Taking a look at the new random walk SSS model | Taking a look at the new random walk SSS model [https://www.maxon.net/en/article/latest-redshift-release-features-random-walk-and-volumetric-anisotropy recently added to Redshift Render] | ||
[https://www.maxon.net/en/article/latest-redshift-release-features-random-walk-and-volumetric-anisotropy | |||
Saul Espinosa shared some really impressive examples of the new SSS model [https://twitter.com/theartofsaul/status/1542941479768694784 on twitter]. | |||
[[File:FWmlu7KVUAEQMxg.jpeg | 960px]] | [[File:FWmlu7KVUAEQMxg.jpeg | 960px]] | ||
== Scene File == | == Scene File == | ||
Revision as of 12:09, 28 November 2022
Random Walk SSS Sculpture
Taking a look at the new random walk SSS model recently added to Redshift Render
Saul Espinosa shared some really impressive examples of the new SSS model on twitter.
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
