Wednesday, July 14, 2010

procedural feather

the beginnings of a procedural feather generator

stuff I've though about so far:
proxy / hi res toggle - currently the 'fronds'can be turned off but ideally it'd be nice to have a few polygons with the render UVmapped on automagically



the user can adjust :
  • the position along the stem where the fronds start
  • the sweep thickness of the stem via ramp
  • the poly detail of the stem
  • the overall shape of the fronds via a ramp
  • the angle fronds grow out and down toward the base of the feather
    vs how perpendicular from the stem they are
  • the number of fronds and the detail of the curves 
  • the render width of the fronds / curves.
  • the thickness of the individual fronds via a ramp
  • the noise on the fronds
  • the overall  bend and twist of the feather
Further stuff i want to have a crack at:

a procedural colouring system based on real feathers
subtle randomisation tests on most parameters
irridescent shading
a texture generation system for low res geometry.

Sunday, July 11, 2010

UN-subdivide

rob kelly nutted this out for me...

put in a subdivided mesh with no history...and get the UN-subdivided equivalent out of it.

he uses a VOPSOP that counts how many neighbors a point has, and if it has 4, then
it can be removed. The trick is to delete every second face first , then check every points neighbor count,
then on another version, delete every second face/prim - but starting from prim #1 as opposed to prim  #0,
then repeat the neighbor count and point removal.

Combining the two results gets you the un-subdivided mesh.

The example file is on odforce here, and shows two methods of achieving the same result.

nice work Rob Kelly ! :)

Wednesday, June 23, 2010

SOP renderer of sorts...

inspired by ben p's blog

a SOP land 'renderer'
below - the 'secne' as rendered normally, and the 'render' :) from the SOP renderer...
annd finally - the '3D pixels' - boxes copied onto points.

the scene







colour info through the ray SOP






 the 3D pixels rendered from a different angle
 lighting info from the phong shader equation. basically the dot prod of the surface normal
and the light position - multiplied by the light's multiplier, and added to the diffuse colour already present.

Monday, June 21, 2010

'champix' plasma

Whist at Cutting Edge, I worked on developing some Plasma effects.
The plasma was to 'arc' between the packet of cigarettes and the inner bell jar
walls. The arcs were also to travel around a little and change positions after a certain amount of time.

This could be achieved several ways - but time was short so I belted out this solution.

The plasma needed to have two contact points, so i used scatter to generate points over each object - the bell jar and the box inside it - to use as a base for the contact points. I then used a sort to randomise the point numbers so that  when the seed is changed - the point numbers change. When the arc of plasma uses just one of these points as a template or contact  point, this can be animated randomly simply by changing the seed.

The important part - was to change the seed every few seconds only - not every frame. I used the expression:
int($F/25) in the seed parameter of the sort SOPS. As the animation plays - every 25 frames, the expression grows by a value of one.

I used a line copied to one point only of the scatter SOP as the foundation of the arc of plasma.  At this stage in the network - the line only has 2 points - a start point and an end point. The other point is then 'rayed' onto the box that sits inside of the bell jar.

So now I have straight lines that seem to randomly change both at the start and end point positions - yet are always touching the surface of both the box and the inside of the belljar. So now i need some noise, but in order for the noise to get results - I also need more points. After resampling - the noise is achieved in a VOPSOP with Turbulence added to the original point position.

The noise creates pseudo random movement - and moves some points away from each other more than others - creating different lengths of line segments with in the line. I decided to resample again after this just to get a nice consistency of length in the line segments.

One interesting aspect I have in this SOP network that I didn't use in the original TVC was the third sort SOP that causes the point numbers to shift and wrap around down the line. this allowed me create an effect or energy actually traveling along the line from the belljar toward the box inside it. To achieve this I had to give random colours based on the points and then create groups from this. This forced the newly assigned point colours to follow the motion of the changing point numbers and thus travel along the length of the line.

To accentuate this I swept a grid along the lines to create tubes and then 'peaked' out only certain points from my group that cause a little bulge to travel down the line. In this network I have disabled the sweep, as I realised this could probably be done with mantra and the width attribute.

So now I had one plasma arc buzzing and popping around - so a copy SOP allowed me to duplicate this around and stamping allowed me to randomise the noise seed so each arc was unique.
Stamping was also used to to offset the animation timing and point colour assignment.

Finally - a trail SOP gave me my velocity for motion blur and a point sop with a min expression allowed me to clamp my velocity and thus motion blur to a threshold The attribute create SOP gave me width so my lines could be rendered as curves.

The final result which also used some real footage of electrical arcs.


Wednesday, June 9, 2010

Prido Effects project

Character modeling,texture /displacement Maps and animation :
Mike Paech
motionjunkie@gmail.com

displacement 1 and below no displacement


ok!
Nov 12 update !
I'm back on this project !

The overall goal is to review render passes in Houdini and some FX by lighting Prido - the character in two environments - a stormy night and a dry dusty day. FX included will be rain, rain bouncing off of the character, splashing water, drips off of the character, some breath and some lightning. For the Dry env, there will be dust and heat distortion.

Currently ive rebuilt the scene for H11 Apprentice and have had some wierd rendering. ive noticed the shader work flow has changed a little so - this will be the first thing i get sorted.