kunz Live 2022.09.02

Live 2022.09.02

From kunz
Revision as of 10:37, 5 October 2022 by Admin (talk | contribs) (→‎Summary)

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

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.

2022 09 02 particles moved through noise.gif

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