maya sprites rendertest in arnold and rendeman

its a simple render test of maya sprites in arnold and renderman Studio. it uses a simple noise pattern on a 2d ramp with 2d ramp displacement. one simple noise plugged into a ramp can give a really complex shading behaviour. the extreme displacement come from a simple ramp, this give the smoke more depth.


maya sprite test from Heribert Raab on Vimeo.

rendering maya fluids with motion blur using particles part 1

rendering Fluids as dense Particle cloud is common practice. the Krakatoa plus for maya or 3dmax is based on this concept. even without this plugin, you render the particles as point in maya hardware render or as clouds in maya software renderer or mental ray. the advantance: fast render times and most important –> motion blur !

this how it the particles look like:

on the right side i switched to software clouds mode and used radiusPP over lifetime


just place the emitter over your fluids emitter

set up the particle shape and use mayafluids as flied:

motion vector for fluids in Maya / Mental Ray

a while ago, i did some tests for calculating motion vector from maya fluids and override the fluids color to render a motion vector pass in mental ray. i wrote python script and it work very well but the motion vector math in python took 15-40 minutes pre re.  on positiv side it works with all kind of renderer, even the old school hardware render buffer.

Th result itself was good, it Fluids looking much better in motion,  when they are motion blurred.


bowl of fruits lighting

for learning reason, i did a little lighting and shading test in modo601. i get the model from (free models created for lighitng contest).

i created all shader, ligthing and same texutres. modo have powerful renderer, but it needs a lot more feature missing to keep lighting artists life easier. there is lots creative issues to adress. specular on the bananas  are wrong etc…. if have time i work on it more and more etc….

pixelizer with volumes

i was playing around woth the idea to use a 3d-software package to create pixel retro style renderings. I got good results in Houdini. i using SDF volume to scatter point and instance Geometrie on it. this is very flexible. it allows me to use textured character to colorize the “pixels”.
the nice things about it i can use all rigging and modeling stuff, which 3d-software have to offer. is also allows me to use shadow and other shader tricks to create the look. right in opengl viewport, i can design the Retro-design in realtime. i even can mix it up with non-pixlized object, (examples: for the eyes)

check the test renders.

fracture shader

i’ve played around with shaders in houdini and pick up an old idea, which one of my last productions. a displacement shader for fracture pieces.

this shader allows me to use pre-fracture geo and add extra displacement only in inside structure without adding high polycount to my geo. this works really good for concrete surfaces.

this version of the shader displace also the edge on the cracks. this works good on dynamic fracturing. for pre-factured, i used a “forEach” node to acitvate the displacement on impact time, otherwise you will see the cracks before the impact.