for learning reason, i did a little lighting and shading test in modo601. i get the model from 3drender.com (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….
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.
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.
i tried to animate it on 2d, once. its time consuming work. i’ve tried it once some years ago:
modeling special lowpoly character and animating in 3d. render 80pixel image and resize it with an impulse filter –> much faster and easier workflow !
i’ve scaled scale up the rendering above with an impulse filter:
different scale and add touch a blur”
starting some concept modeling and look development for new short movie i have in my mind.
modeled in modo. same rendering are done in modo and same in houdini. i’ve decided to animation and rendering in houdini. the package have much more controls and mantra produce motionblur with no extra render time. this is a import factor because i am playing to everything on my imac.
i’ve started new project to create procedural shapes from scratch. i was playing with tan, cos and sin math, inside houdini’s VEX editor. the result: is a kind of spiral.
then i instanced it with cubes with cosine driven size, inspired by friend of mine, Gero Wortmann. also, i did some rendertest with mantra but is was really slow compare to modo. so, i’ve import everything and rendered it with modo. the rendertimes, its about a couple of seconds.
i will try to go on and pull out more complex shapes and push the result to fractal complex shapes like mandelbrot-fractals –>the picture below
the 3d fractals like the mandelbulb takes insane amount of processor power this days. i will try to keep the datasets in manageable area and fast rendertimes.
testing different methods for houdini to modo pipeline. first try with alembic. modo have great render engine. it renders this tests in few secondes on my slow imac. (In fullHD) but modo does not support velocity in cache files.
—>i have to come up with work arounds or write same scripts / tools .