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Live 2022.09.16: Difference between revisions

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<embedvideo service="youtube" dimensions="960x540" urlargs="modestbranding=1&showinfo=0">https://youtu.be/a24fOktLkhU</embedvideo>
<embedvideo service="youtube" dimensions="960x540" urlargs="modestbranding=1&showinfo=0">https://youtu.be/a24fOktLkhU</embedvideo>


* 0:00:00 SSS random walk example render
* 0:00:00 introduction
* 0:00:52 SOP modeling begins
* 0:01:00 MaterialX shaderball
* 0:06:00 remesh to grid SOP
* 0:04:50 creating MaterialX shader
* 0:07:00 VOP pattern generation
* 0:05:40 adding a dome light
* 0:09:00 displace mesh using VOP
* 0:08:40 loading a .mtlx example shader
* 0:14:10 modeling the plinth
* 0:10:00 graphing the .mtlx shader
* 0:18:20 placing the camera
* 0:12:40 examine the .mtlx file text
* 0:19:00 redshift render and lighting
* 0:21:00 adjusting thin film thickness and for
* 0:20:00 redshift shader building
* 0:32:30 using noise to drive thin film
* 0:21:00 SSS random walk settings
* 0:37:00 using facing ratio to drive thin film
* 0:26:00 iterative displacement using for loop
* 0:40:00 procedural modeling in SOPs
* 0:27:40 fix penetrations using detangle SOP
* 0:41:00 find shortest path
* 0:47:40 add rectangle area light
* 0:48:00 sweeping a custom font profile
* 1:11:25 adding another rect light
* 0:53:40 applying our shader
* 1:14:00 building shader for the plinth
* 0:58:00 duplicating and instancing
* 1:18:50 copying rest coordinates initial geo
* 0:59:00 adding camera and area lights
* 1:19:50 adding shader noise based on rest coords
* 1:04:40 extending the instancing workflow
* 1:28:30 layering materials in the shader
* 1:06:50 sphere packing with vdbtospheres SOP
* 1:34:00 adjusting render postFX
* 1:15:00 rendering
* 1:40:30 final render
* 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

Revision as of 11:46, 30 November 2022

Bismuth hopper crystal [1] patterns in nature

Iridescent Metallics

https://en.wikipedia.org/wiki/Bismuth

https://en.wikipedia.org/wiki/Iridescence


References


Scene File

2022_09_11_greeble_techniques.hiplc

Modeling with Find Shortest Path

The Labs Lot Subdivision node is quite useful to quickly build detail to geometry.



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 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