beeemtee Posted April 5, 2007 Share Posted April 5, 2007 Hi, i know it's not that interesting, but this seems to be my first successful attempt to write a usable shader for mantra. Another reason why i want to share this to show to other newcomers that it is a really good investment to learn how to shade in Houdini. while it's a bit trickier than in other packages, it is much more flexible and powerful as well. So here it is: and a video. dry_cracks.mpg i know it's not finished nor perfect yet, but still all critics are welcome. cheers bmt Quote Link to comment Share on other sites More sharing options...
lynbo Posted April 5, 2007 Share Posted April 5, 2007 Thats really nice. I would love to see it without the rotation. Great shader, perhaps it can be a tutorial you share with the fourm. Quote Link to comment Share on other sites More sharing options...
beeemtee Posted April 6, 2007 Author Share Posted April 6, 2007 ok, i need some time to make things a bit more clever and realistic, than i gonna post a hip and a new animation without rotation . (in fact the rotation was there to illustrate the quality of mp displacement to some Maya guys.) the tutorial is also a nice idea, and while i got never done one before, i can give it a try. by the way a question.. is it possible to integrate a surface shader and a displacement shader into one asset? cheers bmt Quote Link to comment Share on other sites More sharing options...
B.Walters Posted April 7, 2007 Share Posted April 7, 2007 Very nice. Some constructive criticism: The cracks appear to 'fade in' - as opposed to erode in... perhaps have it erode from left to right, instead of all evenly? Or maybe a lot more smaller cracks? The rotation is a bit rough. The little dents (that are persistent through the whole animation) scream bump-map - or like a low-res texture map? All in all, very nice. Can't wait to see the next revision. Quote Link to comment Share on other sites More sharing options...
beeemtee Posted April 7, 2007 Author Share Posted April 7, 2007 thanks! a agree with you in all your points. the fading-in is the less realistic part of the stuff, and i messed up something with the mpeg encoding, thats why the rotation is sluggish at the beginning. sorry for that! bmt Quote Link to comment Share on other sites More sharing options...
zoki Posted April 10, 2007 Share Posted April 10, 2007 very nice work great! I would also like to see it without rotation maybe just animate light and you will show relief/cracks better z Quote Link to comment Share on other sites More sharing options...
lisux Posted April 10, 2007 Share Posted April 10, 2007 Very interesting. I am agree with the rest, avoid rotation. And maybe some secondary animated noise along the cracks edges will be great too. Quote Link to comment Share on other sites More sharing options...
beeemtee Posted April 13, 2007 Author Share Posted April 13, 2007 hi all there, it took me some time to find some time to spend on this.. i shouldn not have to say that it's not finished yet, but the shader does almost everything what i wanted to do. i don't want to make it much more complicated, since i want it to be a good starting point for similar effects. so what i did since the first version: deleted the nasty channel solely responsible for the rotation, it wasn't me. made the surface to get pulled towards the centers of each island. secondary cracks don't pull-push the surface yet, that has to be done.. you will see it in the video. made a minimal effort to clean out the network and name things reasonably, but it's really not done yet.. ran into trouble with the shift operator. destination max just doesn't do nothin. i really don't know what i miss here, but it's really anoying since it's partially responsible for the still present fading-in, which disturbes me a lot. please help if you know what i'm apparently not. ok. and what i didn't: i didn't create a master "wetness" parameter to drive the others, based on control parameters. make it a hda. thats gonna be my first listen to your opinions. this whole experiment is based on common sence, and general ideas about shading and 3d. i have no serious renderman background, so it's probable that i didn't do things in the right way. so please feel free to point me at things what can be done better! and i didn't experiment with uv's a lot. this gonna be apparent if you check out the shader preview.. i gonna fix that. drycracks_2.mov (low shading quality for fast render, sorry ) dryCracks_02_pull.hipnc (but now you can do your own on your quad core ) regards bmt Quote Link to comment Share on other sites More sharing options...
zoki Posted April 16, 2007 Share Posted April 16, 2007 beautiful work, congrats! it would be nice to see this on some character or architecture model z Quote Link to comment Share on other sites More sharing options...
lisux Posted April 17, 2007 Share Posted April 17, 2007 Much better. Can you put a larger video. Too short to appreciate the effect. Quote Link to comment Share on other sites More sharing options...
beeemtee Posted April 18, 2007 Author Share Posted April 18, 2007 thanks a lot! if i polished out some things, and fixed the secondary pull and fading issues i will post a prod quality render, and the hda as well. it's still a bit hard to find the time for it.. regards bmt Quote Link to comment Share on other sites More sharing options...
stu Posted April 19, 2007 Share Posted April 19, 2007 Good stuff! Quote Link to comment Share on other sites More sharing options...
Jason Posted April 20, 2007 Share Posted April 20, 2007 Hey, that looks pretty damn good there. Nice work indeed. Quote Link to comment Share on other sites More sharing options...
lisux Posted April 20, 2007 Share Posted April 20, 2007 Pretty goos damm, now much better Quote Link to comment Share on other sites More sharing options...
daniel.phillis Posted May 3, 2007 Share Posted May 3, 2007 awesome stuff...im glad all these old posts are here for noobs like me ! im all inspired ! Quote Link to comment Share on other sites More sharing options...
cellchuk Posted May 20, 2007 Share Posted May 20, 2007 I really like it. good stuff. Quote Link to comment Share on other sites More sharing options...
zasid Posted April 14, 2008 Share Posted April 14, 2008 I really like it. good stuff. Very nice stuff indeed ! thanks for sharing the hip file. Quote Link to comment Share on other sites More sharing options...
MatrixNAN Posted April 15, 2008 Share Posted April 15, 2008 Very Cool Nice Work Quote Link to comment Share on other sites More sharing options...
dave_o Posted February 13, 2009 Share Posted February 13, 2009 Here's an interesting paper related to this thread: Modeling Fracture Formation on Growing Surfaces by Pavol Federl http://algorithmicbotany.org/papers/federl.dis2002.low.pdf Quote Link to comment Share on other sites More sharing options...
Sayden Posted February 13, 2009 Share Posted February 13, 2009 Cool! :thumbsup: Quote Link to comment Share on other sites More sharing options...
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