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Live 2022.09.13: Difference between revisions

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== Scene File ==
== Scene File ==
[[:File:2022_09_11_greeble_techniques.hiplc | 2022_09_11_greeble_techniques.hiplc]]
[[:File:2022_09_13_random_walk_SSS_sculpture.hiplc | 2022_09_13_random_walk_SSS_sculpture.hiplc]]


== Lot Subdivision ==
== Lot Subdivision ==

Revision as of 12:34, 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_13_random_walk_SSS_sculpture.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