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Live 2022.09.13: Difference between revisions

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== Video On Demand ==
== Video On Demand ==
<embedvideo service="youtube" dimensions="960x540" urlargs="modestbranding=1&showinfo=0">https://youtu.be/sX3KTZrpHgI</embedvideo>
<embedvideo service="youtube" dimensions="960x540" urlargs="modestbranding=1&showinfo=0">https://youtu.be/5VIX70RdT0k</embedvideo>


* 00:02:05 Instancing methods in Solaris
* 0:00:00 SSS random walk example render
* 00:03:55 Instancing using the copy to points LOP node
* 0:00:52 SOP modeling begins
* 00:04:56 Editing the instance points inside of the copy LOP node
* 0:06:00 remesh to grid SOP
* 00:07:00 Instances and Prototypes
* 0:07:00 VOP pattern generation
* 00:07:45 Directing the orientation of copies using the normal attribute
* 0:09:00 displace mesh using VOP
* 00:09:00 Adding ground plane, lights, etc.
* 0:14:10 modeling the plinth
* 00:14:45 Starting the second example
* 0:18:20 placing the camera
* 00:15:21 Labs Lot Subdivision SOP
* 0:19:00 redshift render and lighting
* 00:16:46 Insetting surfaces using polyexpand node and a for loop block
* 0:20:00 redshift shader building
* 00:19:27 Local control over extrusion using randomized zscale attribute
* 0:21:00 SSS random walk settings
* 00:20:22 Scale faces independently using primitive properties SOP node
* 0:26:00 iterative displacement using for loop
* 00:27:30 Using hscript expression to randomize the face rotations
* 0:27:40 fix penetrations using detangle SOP
* 00:28:31 Beveling edges
* 0:47:40 add rectangle area light
* 00:35:00 Extracting a transform matrix from each box
* 1:11:25 adding another rect light
* 00:38:32 Adding labeled output nodes
* 1:14:00 building shader for the plinth
* 00:43:25 Importing packed prims into Solaris as instances
* 1:18:50 copying rest coordinates initial geo
* 00:45:06 Adding lights to the scene
* 1:19:50 adding shader noise based on rest coords
* 00:46:00 Adding a camera
* 1:28:30 layering materials in the shader
* 00:50:35 Adjusting spotlight parameters on the light
* 1:34:00 adjusting render postFX
* 00:53:40 Adding a dome environment light
* 1:40:30 final render
* 00:59:00 Creating materials
* 01:10:00 Setting up the physical lens shader for Karma
* 01:19:16 Enabling ACES using the SideFX labs menu
* 01:33:30 Using the image viewport in Solaris
* 01:36:20 Final composition and wrapping up

Revision as of 18:25, 26 November 2022

Random Walk SSS Sculpture

Taking a look at the new random walk SSS model recently added to Redshift

Latest Redshift Release Features Random Walk and Volumetric Anisotropy.

Scene File

2022_09_11_greeble_techniques.hiplc

Lot Subdivision

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


Below are some examples of techniques using the lot subdivision node.

2022_09_11_labs_lot_subd.hiplc


2022_09_11_extract_face_transform_labs_lot_subd.hiplc

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 SSS random walk example render
  • 0:00:52 SOP modeling begins
  • 0:06:00 remesh to grid SOP
  • 0:07:00 VOP pattern generation
  • 0:09:00 displace mesh using VOP
  • 0:14:10 modeling the plinth
  • 0:18:20 placing the camera
  • 0:19:00 redshift render and lighting
  • 0:20:00 redshift shader building
  • 0:21:00 SSS random walk settings
  • 0:26:00 iterative displacement using for loop
  • 0:27:40 fix penetrations using detangle SOP
  • 0:47:40 add rectangle area light
  • 1:11:25 adding another rect light
  • 1:14:00 building shader for the plinth
  • 1:18:50 copying rest coordinates initial geo
  • 1:19:50 adding shader noise based on rest coords
  • 1:28:30 layering materials in the shader
  • 1:34:00 adjusting render postFX
  • 1:40:30 final render