Difference between revisions of "Live 2022.09.02"
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[[File:2022_09_02_particles_moved_through_noise.gif | 960px]] | [[File:2022_09_02_particles_moved_through_noise.gif | 960px]] | ||
[[File:File:2022_09_02_particles_turntable.gif | 960px]] | |||
== Video On Demand == | == Video On Demand == |
Revision as of 10:42, 5 October 2022
Rendering Particles with Solaris, Karma and MaterialX
Scene File
Download the Houdini file: 2022_08_23_materialx_USD_008.hiplc
Summary
To quickly produce a nice looking particle cloud shape, I move points through a noise function. This can be done iteratively, in a for-loop to create detailed wisps. You can also experiment with settings such as roughness or frequency and see the results quickly. This is a nice alternative to simulating particles which can be more time consuming process involving caching many frames to memory or disk. Below is an animation showing the evolution of the particle form as various noise settings are adjusted.
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