kunz Difference between revisions of "Live 2022.08.26"

Difference between revisions of "Live 2022.08.26"

From kunz
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== Summary ==
== Summary ==
[[File:S22_S22plus_Exclusive_Carousel_AnimatedKV_PC.mp4 | right]]


Starting with a basic FLIP simulation which spins the fluid about the origin and injects turbulence into faster moving areas, we look at techniques to light, shade and render the particles like the recent Samsung s22 campaign.  [[File:S22_S22plus_Exclusive_Carousel_AnimatedKV_PC.mp4 | right]]
Starting with a basic FLIP simulation which spins the fluid about the origin and injects turbulence into faster moving areas, we look at techniques to light, shade and render the particles like the recent Samsung s22 campaign.   


Over the course of the stream a few different compositions, lighting setups and color treatments are explored as well as PostFX color correcting and grading.
Over the course of the stream a few different compositions, lighting setups and color treatments are explored as well as PostFX color correcting and grading.

Revision as of 10:08, 14 September 2022

Samsung s22 Style Particle Rendering

2022 08 23 Karma USD Mtlx.gif

Scene File

Download the Houdini file: 2022_08_23_materialx_USD_008.hiplc

Summary

Starting with a basic FLIP simulation which spins the fluid about the origin and injects turbulence into faster moving areas, we look at techniques to light, shade and render the particles like the recent Samsung s22 campaign.

Over the course of the stream a few different compositions, lighting setups and color treatments are explored as well as PostFX color correcting and grading.

Video On Demand

  • 00:00 Solaris LOP Stage introduction
  • 02:50 LOP node concepts
  • 09:10 Making a MaterialX shader
  • 14:30 Using geometry attributes in MaterialX
  • 15:30 Using other geometry properties to generate patterns
  • 24:10 Enabling ACES through the SideFX Labs menu
  • 34:40 Modeling a blobby shape
  • 45:10 Adjusting lights and materials for the blobby shape
  • 1:00:00 Looking at the structure of USD files
  • 1:03:00 Adding studio backdrop geometry
  • 1:16:00 Adjusting camera composition and render settings


During the live stream, I didn't connect the height to normal node properly which was causing the shading artifacts. To fix this, you can add a normal map node in between the shader connection like so.

Screenshot at 2022-09-09 14-39-32.png

Links

You can read more about using MaterialX in Karma and Solaris here.

The MtlX Standard Surface node is based off of the Autodesk Standard Surface

For more details, see the MaterialX specification on the nodes, functionality and capabilities.

Additional Images