Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Live 2022.09.13

From kunz
Revision as of 14:47, 29 November 2022 by Admin (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Random Walk SSS Sculpture

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

After seeing Saul Espinosa share some really impressive demonstrations of the new SSS model, I wanted to give it a try as well. I used VOPs and a an iterative displacement process as well as the detangle SOP to try to procedurally generate some organic blob looking form.

Scene File

2022_09_13_random_walk_SSS_sculpture.hiplc

Summary

Using some VOP nodes to build a pattern


Distorting the pattern using curl noise applied to the input position, the pattern is then used to displace the mesh along it's surface normal. This can be done iteratively using a for loop with feedback enabled.


Applying a detangle SOP inside the loop produces nice wrinkling and helps to prevent overlaps or penetration in the mesh.

Below you can see a render comparison with grey shaded and the displaced random walk SSS shaded.

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


Additional Renders