Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won


nicolas.schlafer last won the day on September 4 2019

nicolas.schlafer had the most liked content!

Community Reputation

9 Neutral

About nicolas.schlafer

  • Rank

Personal Information

  • Name
    Nicolas Schaffer
  • Location
  1. fresnel in volume shaders

    Thanks for your answer schwungsau, makes it more clear and avoid me to get lost in my shader nodes forever then. Your idea to convert to polygons, calculate a VEX fresnel and recreate a volume out of it is really interesting, i will try to explore a bit this direction. Should be possible to compute it on a SDF with gradients somehow as well. I'm exploring abstract vdb volumes "carved" by noise like these ones (those are converted to poly), and was curious to get a more "foggy" textural quality, but with keeping the fresnel effect.
  2. fresnel in volume shaders

    Hi all, Because of the absence of deep control in the redshift shader, i'm trying to achieve what i want in mantra but dont get how to proceed. I'm trying to apply a fresnel to the density and emission of a volume. I tried just to multiply the density/emission with a fresnel node but of course it cannot be that simple I tried to create a gradient volume, converting it to camera space and feed it in the fresnel but no succes neither.. Any clue?
  3. biological modelling methods

    I posted some results of first tries of adapting your workflow on my behance, Konstantin, i hope it's not a problem for you. https://www.behance.net/gallery/85035827/Dogs-of-Tindalos
  4. biological modelling methods

    This setup looks amazing, thanks Konstantin. I usually work with Redshift but this really open my eyes to the power of mantra shading. Still a lot of blackmagic there for me, but i will definitely dive deeper in it, and i think i grasp the base idea of it at least.
  5. biological modelling methods

    Thanks a lot for your answers, i will dig the two options you propose tonight. Konstantin, your solution would work for pure procedural shading, or with triplanar maps, but you could not generate UV out of it right? Meanwhile i was playing with super simple polar UV projection and got nice results, here is a test render, but it will not do the trick for more detailed image based displacement.
  6. biological modelling methods

    Hello! I was wondering what would be the best strategy to get a clean UV unwrap with this setup? I tried quickly to get UVs along each trail and transfer the attributes to the mesh resulting from the VDB, but without real success.
  7. Learning DOPS, motors, constraints etc

    This serie is brillant ! The music video is a really nice application of it for production, love it. And it's an invaluable learning ressource to be able to dive in all these hip files, thanks a lot for sharing. Looking forward to see more explorations !
  8. Rock Hard

    Hello, My first post here, to say that these rocks are the most beautiful and interesting use of Houdini i ever saw. Thanks for sharing these!