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Live 2022.08.23

From kunz
Revision as of 11:44, 9 September 2022 by Admin (talk | contribs) (Created page with "== Shading techniques for Solaris, USD and MaterialX == 900px == Scene File == Get the Houdini scene here: :File:2022_08_21_data_d...")
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Shading techniques for Solaris, USD and MaterialX

Scene File

Get the Houdini scene here: data_disk_sim_007.hiplc

Summary

Simple setup where a particle simulation is driven by pyro velocity field. The geometry in the particle simulation is continuously resampled using a sop solver to maintain evenly spaced line segments and prevent some spiking artifacts.

I use some simple VEX code to only allow velocities in the vel field in areas above a certain threshold. This helps keep some parts of the line structure rigid and intact while other areas above the threshold are free to move.

v@vel *= length(@vel)>.005;


After the simulation, the curves get their normal by sampling the velocity field from the pyro sim. This gives you a consistent (non-flickering) orientation of the curves when you render them.


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

Additional Scene Files

data_disk_sim_001.hiplc

data_disk_sim_002.hiplc

data_disk_sim_003.hiplc

Additional Images