m6zpu9fz Posted July 17, 2022 Share Posted July 17, 2022 (edited) Hi Guys! Does anyone know or have similar experience that how to make this kind of sharp effect on the surface The spiny and oftentimes sharp spikes protruding from backs of some lizards. The more advanced idea is to let it cycle on the surface,a bit like fractal or growth loop. Edited July 18, 2022 by m6zpu9fz Quote Link to comment Share on other sites More sharing options...
madebygeoff Posted July 18, 2022 Share Posted July 18, 2022 There's lots of ways to skin that cat, but if I was doing that as a character (meaning an animated lizard, as opposed to an effect that suggests lizard skin) I'd want to bake that into the model geometry. So while you could do it as textured displacement, but looking at the way it blends into the smoother areas of the skin, I'd probably do it as a polyextrude with the length driven by a painted attribute and the direction by a different custom vector attribute. But to be honest, if it was a character that was going to be used in multiple shots, I probably would hand model it, rather than do it procedurally. But I'll try to mock something up tomorrow. 1 Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted July 20, 2022 Share Posted July 20, 2022 Hi Guan, exactly, the polyextrude node can take all sorts of masks and measurements for individually orienting and scaling its extrusions. extrude_feather.hipnc 9 Quote Link to comment Share on other sites More sharing options...
HM_2020 Posted August 11, 2022 Share Posted August 11, 2022 That is WICKED Konstantin 1 Quote Link to comment Share on other sites More sharing options...
m6zpu9fz Posted October 26, 2022 Author Share Posted October 26, 2022 On 2022/7/19 at 6:09 AM, madebygeoff said: There's lots of ways to skin that cat, but if I was doing that as a character (meaning an animated lizard, as opposed to an effect that suggests lizard skin) I'd want to bake that into the model geometry. So while you could do it as textured displacement, but looking at the way it blends into the smoother areas of the skin, I'd probably do it as a polyextrude with the length driven by a painted attribute and the direction by a different custom vector attribute. But to be honest, if it was a character that was going to be used in multiple shots, I probably would hand model it, rather than do it procedurally. But I'll try to mock something up tomorrow. Sorry to see it so slowly, your suggestion makes sense! It should be more intuitive to model those skin effects directly! Thank you for your suggestion! If there is an update, please share it~ Quote Link to comment Share on other sites More sharing options...
m6zpu9fz Posted October 26, 2022 Author Share Posted October 26, 2022 On 2022/7/21 at 2:02 AM, konstantin magnus said: Hi Guan, exactly, the polyextrude node can take all sorts of masks and measurements for individually orienting and scaling its extrusions. extrude_feather.hipnc Sorry to see it so late, And wow!! you are a powerful master! The demonstration effect looks beautiful and biological, I just found out now that polyextrude can change like this, thank you for your answer! Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.