kunz Difference between revisions of "Live 2022.11.15"

Difference between revisions of "Live 2022.11.15"

From kunz
 
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[[File:content_thumbnail_2022_11_15.jpg | 960px]]
[[File:content_thumbnail_2022_11_15.jpg | 960px]]
== Introduction ==
== Introduction ==
Bismuth Crystals are a really interesting area to study.  The [https://jungler.tv/directors/xk-studio/PROTECT%20-%20XK%20STUDIO] and [https://en.wikipedia.org/wiki/Iridescence iridescent colors] are very nice to look at and create an almost alien or p
This was my attempt trying to recreate the foam techniques from [https://xk.studio/XKR_002-PROTECT the amazing PROTECT project from XK Studio]. Shown below is one of the frames from their project that I used as reference.


[https://xk.studio/XKR_002-PROTECT XKR_002 | PROTECT]
[[File:2022_11_15_XK-Studio-XKR_002-Protect3.jpeg | 960px]]


[https://twitter.com/xk_studio/status/1575807058355445760/video/1 XK Studio BTS ]


== Stream Summary ==
For more insight in to their process and development, take a look at their video here: [https://twitter.com/xk_studio/status/1575807058355445760/video/1 XK Studio BTS]
The [https://autodesk.github.io/standard-surface/#closures/metal Standard Surface] model implemented in Karma and MaterialX has a thin film model for metallic reflections, which can create these rainbow-like iridescence effects.


I wanted to try out the thin film model and initially test it on a shaderball to get a sense of how the settings and parameters work.


After experimenting with the shader, I procedurally model a simple maze-like geometric form using the path finding node in Houdini.  This form is then instanced to a point cloud to create the repetitive fractal-like form, similar to Bismuth crystals.
Below are some of my results while testing and iterating on simulation settings.


 
[[File:2022_11_15_foam_settings_flbk.gif| 960px]]
Below is the final render with some animation applied to the geometry as well as the lights ⤵
 
[[File:2022_09_16_mtlx_metal_spin.gif | 960px]]
 
 
Karma viewport example tumbling around the scene ⤵
 
[[File:2022_09_16_viewport_karma.gif | 960px]]
 
== References ==
<gallery mode="packed">
File:tumblr_a7bf2660521796e6367ca575582d53d9_7e787c34_400.gif
File:tumblr_04dba021c256ac91d428c8883b402acd_705bd507_400.gif
File:tumblr_2738878e8295d008c2bde1ce7fefb091_46e6964a_400.gif
File:tumblr_1cce04bdfe9893740dc1b2b7a92ae69b_835dbf49_400.gif
File:tumblr_02b2b5e580b2e69da710889d9cf353fb_f2ce7241_400.gif
</gallery>
 
<gallery mode="packed">
File:2022_09_16_Bismuth-crystal-1.jpeg
File:8059147.jpeg
File:ffc2f761fd8c9ed38faf004a8308a0b8.jpeg
File:29f0eaec2754d2d70c20446f67e0b61e.jpeg
File:100177_1578067750.jpeg
</gallery>
 
I also suggest taking a look at [https://www.brunomilitelli.com/portfolio/bismuto Bruno Militelli's Bismuth photographs]
 
You can also [https://sketchfab.com/3d-models/bismuth-e95f85960c5344d2857ef948ad103e20 find some 3d models of Bismuth on Sketchfab] which can be downloaded and imported into Houdini to test shaders on.
 
== Modeling with Find Shortest Path ==
[[File:2022_09_16_find_shortes_path_examples.gif | 960px]]
 
The [https://www.sidefx.com/docs/houdini/nodes/sop/findshortestpath.html Find Shortest Path node] can be used not only for finding the shortest path between two points, but can be used to create complex, interesting path networks.
 
This file contains the example animation above, and shows a few different ways the node can be used: [[:File:2022_09_16_find_shortest_path_examples.hiplc | 2022_09_16_find_shortest_path_examples.hiplc]]


= Video On Demand =
= Video On Demand =
== Part 1 ==
<embedvideo service="youtube" dimensions="960x540" urlargs="modestbranding=1&showinfo=0">https://youtu.be/Zd1PIjUXyhU</embedvideo>
<embedvideo service="youtube" dimensions="960x540" urlargs="modestbranding=1&showinfo=0">https://youtu.be/Zd1PIjUXyhU</embedvideo>


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* 44:18 Visualizing divergence in FLIP simulation
* 44:18 Visualizing divergence in FLIP simulation
* 51:00 Wrapping up and overview
* 51:00 Wrapping up and overview
== Part 2 ==
<embedvideo service="youtube" dimensions="960x540" urlargs="modestbranding=1&showinfo=0">https://youtu.be/bmGEJe4bVe4</embedvideo>
* 00:16 Introduction
* 02:30 Adjusting Vellum bend stiffness
* 02:40 Rotating emitters
* 03:10 Increase Vellum substeps for inter-frame motion
* 03:35 Update flipsource and rest assignment
* 04:50 Flatten all surface VDBs into one
* 06:58 Divergence and viscosity control using VEX
* 12:15 Visualizing rest texture coordinates
* 13:20 Using and age and life to find emission time
* 15:50 How emission time is used to offset texture coordinates
* 17:50 VEX calculation of particle emission time
* 18:30 Using sin funtion with emission time
* 25:00 Redshift procedural noise from the rest attribute
* 28:30 Scaling and adjusting the noise
* 29:00 Visualize the noise value
* 32:45 Comparing noise results when rest attribute is used
* 36:30 Using RS State VOP to retrieve the rest attribute
* 38:40 Using color ramps with rest
* 39:10 Visulaizing displacement quality wireframe
* 43:00 Subsurface radius and color
* 49:00 Detecting and removing droplets after the sim
* 57:50 Customizing the Houdini menu
* 59:00 Wrapping up


= Scene File =
= Scene File =
[[:File:2022_09_16_mtlx_bismuth_metals.hiplc | 2022_09_16_mtlx_bismuth_metals.hiplc]]
== Part 1 ==
[[:File:22_11_15_foam_sprayers_pt1.hiplc | 22_11_15_foam_sprayers_pt1.hiplc]]
 
== Part 2 ==
[[:File:22_11_20_foam_sprayers_pt2.hiplc | 22_11_20_foam_sprayers_pt2.hiplc]]

Latest revision as of 23:25, 9 March 2024

Foam Sprayers

content thumbnail 2022 11 15.jpg

Introduction

This was my attempt trying to recreate the foam techniques from the amazing PROTECT project from XK Studio. Shown below is one of the frames from their project that I used as reference.

2022 11 15 XK-Studio-XKR 002-Protect3.jpeg


For more insight in to their process and development, take a look at their video here: XK Studio BTS


Below are some of my results while testing and iterating on simulation settings.

2022 11 15 foam settings flbk.gif

Video On Demand

Part 1

  • 00:00 Introduction
  • 00:50 Flipbook iterations
  • 06:10 Scene walkthrough
  • 06:30 Vellum wire simulation setup
  • 09:50 Setting up the FLIP emission source
  • 12:33 Initial velocity for FLIP emission
  • 14:10 Procedural noise from rest coordinates
  • 15:28 FLIP simulation overview
  • 15:50 VEX wrangle to control divergence
  • 18:50 Surface tension settings
  • 20:35 Post simulation workflow
  • 23:10 Visualize shader noise from rest attribute
  • 39:10 Visualize age particle attribute
  • 44:18 Visualizing divergence in FLIP simulation
  • 51:00 Wrapping up and overview


Part 2

  • 00:16 Introduction
  • 02:30 Adjusting Vellum bend stiffness
  • 02:40 Rotating emitters
  • 03:10 Increase Vellum substeps for inter-frame motion
  • 03:35 Update flipsource and rest assignment
  • 04:50 Flatten all surface VDBs into one
  • 06:58 Divergence and viscosity control using VEX
  • 12:15 Visualizing rest texture coordinates
  • 13:20 Using and age and life to find emission time
  • 15:50 How emission time is used to offset texture coordinates
  • 17:50 VEX calculation of particle emission time
  • 18:30 Using sin funtion with emission time
  • 25:00 Redshift procedural noise from the rest attribute
  • 28:30 Scaling and adjusting the noise
  • 29:00 Visualize the noise value
  • 32:45 Comparing noise results when rest attribute is used
  • 36:30 Using RS State VOP to retrieve the rest attribute
  • 38:40 Using color ramps with rest
  • 39:10 Visulaizing displacement quality wireframe
  • 43:00 Subsurface radius and color
  • 49:00 Detecting and removing droplets after the sim
  • 57:50 Customizing the Houdini menu
  • 59:00 Wrapping up


Scene File

Part 1

22_11_15_foam_sprayers_pt1.hiplc

Part 2

22_11_20_foam_sprayers_pt2.hiplc