kunz Difference between revisions of "Live 2022.09.02"

Difference between revisions of "Live 2022.09.02"

From kunz
Line 33: Line 33:
== Additional Images ==
== Additional Images ==
[[File:2022_09_02_karma_particle_basics_018.jpeg | 960px ]]
[[File:2022_09_02_karma_particle_basics_018.jpeg | 960px ]]
[[File:2022_09_02_karma_particle_basics_016.jpeg | 960px ]]


[[File:2022_09_02_karma_particle_basics_024.jpeg | 960px ]]
[[File:2022_09_02_karma_particle_basics_024.jpeg | 960px ]]
Line 38: Line 40:
[[File:2022_09_02_karma_particle_basics_014.jpeg | 960px ]]
[[File:2022_09_02_karma_particle_basics_014.jpeg | 960px ]]
-->
-->
[[File:2022_09_02_karma_particle_basics_016.jpeg | 960px ]]

Revision as of 10:26, 5 October 2022

Rendering Particles with Solaris, Karma and MaterialX

2022 09 02 karma particle basics 023c.jpeg

Scene File

Download the Houdini file: 2022_08_23_materialx_USD_008.hiplc

Summary

Building a shader from scratch in Solaris with MaterialX. The color values are retrieved from the geometry "Cd" attribute and the displacement pattern is generated using MaterialX math nodes to remap the surface position to a waffle grid-like bumpy pattern.

Below is the MaterialX shading network.

Screenshot at 2022-09-09 13-00-32.png


Video On Demand

  • 0:02:00 Setting things up
  • 0:10:05 Building procedural particles using for each feedback loop
  • 0:21:30 Bringing particles into the Stage/Solaris context
  • 0:28:00 Adding MaterialX shader
  • 0:35:12 Looking at PBR SSS on particles
  • 0:39:16 Bringing in particle color to the shader
  • 0:40:55 Remapping attributes using color ramp
  • 0:59:30 Using opacity for a softer shading look
  • 1:20:20 Importing Flip fluid particle cache to test with Karma
  • 1:35:13 Wrapping up


Additional Images

2022 09 02 karma particle basics 018.jpeg

2022 09 02 karma particle basics 016.jpeg

2022 09 02 karma particle basics 024.jpeg