kunz Difference between revisions of "Live 2022.08.26"

Difference between revisions of "Live 2022.08.26"

From kunz
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<gallery mode="packed">
<gallery mode="packed">
File:2022_08_23_material_USD_001.jpeg
File:2022_08_26_flip_splash_particle_spinner_v012.jpg
File:2022_08_23_material_USD_009_cam2.jpeg
File:2022_08_23_material_USD_009_cam2.jpeg
File:2022_08_23_material_USD_008.jpeg
File:2022_08_23_material_USD_008.jpeg

Revision as of 10:48, 14 September 2022

Samsung s22 Style Particle Rendering

2022 08 26 flip splash particle spinner v006 2.jpg

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

  • 00:00:00 Introduction
  • 00:01:35 simulation overview
  • 00:08:40 bringing simulation cache in
  • 00:09:42 viewport settings for particles
  • 00:16:05 particle density visualized as color
  • 00:27:50 setting up cameras
  • 00:30:13 adding redshift parms for particle rendering
  • 00:31:50 preview rendering
  • 00:33:30 crop particles to camera frustum
  • 00:43:07 adding rect lights
  • 00:52:10 making particle shader
  • 01:15:25 starting another color and composition
  • 01:36:00 starting another color and composition
  • 02:04:00 wrapping up


To speed up render times when rendering particles like this, you can reduce the reflection trace depth.

Screenshot at 2022-09-14 11-44-19.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