WIP: Molten Shader
- Setting up separate masks for for lava colors
- Generating bigger patchier dot patterns to mix with fine dot patterns.
- Testing Lighting Model with Constant mode and creating another set of color parameters with higher 'Value' to get the hot look.
Google on molten lava/metal/shader links
I was hoping to get more information on other people's approach on making a similar shader like mine, even on other 3D applications which could possibly help improve my version. They all look pretty awesome, hopefully the one i'm building in Houdini will look as good as them... haha.
Image from http://en.9jcg.com/comm_pages/bog...
Maya - Procedural Lava Shader
http://en.9jcg.com/comm_pages/blog_content-art-94.htm
3D Studio Max - Procedural Lava Shader
http://www.3dm3.com/tutorials/ps/
Cinema4D - Lava Shader
http://cgterminal.com/2011/06/12/cinema-4d-lava-shader-tutorial/
Lava, Water and Emissive Shader (HLSL)
http://weeblegleep.com/smi/smi.html
Troubleshoot: Embed .otl into .hip
With solution from Mr Douglas, decided to give this problem a shot again!
- Placed 'otl' folder in $HIP directory and reinstalled the digital asset.
- Wired Output Driver node behind molten_shader.otl
- Tested all options in "Operator Type Manager" menu.
The above did not make the HQueue rendering work, maybe i will come back to this when i come across another solution...
Linux OS Commands
Ziggy gave us a short lesson on using commands in Linux, saying that pretty much everybody is using it and it helps a lot to know how to use it especially when you're out in the workforce. He also touched on the echo command to find out what a certain expression is doing or what value it's giving. I'll definitely look into this if i got spare time at the end of my project or when i return home! Strongly suggest anybody else whose interested to do so too.
Sites & threads i visited:
Peter Claes' Projects
http://www.peterclaes.be/main.php?category=0
Education & Universities forum threads (Helpful)
http://forums.odforce.net/index.php?/topic/13708-anybody-was-is-or-going-to-bournemouth/page__hl__bournemouth%20university__fromsearch__1
http://forums.odforce.net/index.php?/topic/9639-guidance-regarding-colleges-for-my-majors/
Drafting Schedule
Steven wanted to keep us on track, got us to come up with a schedule for the remaining weeks & have it sent to him. Here's mine,
Week 07
27 to 29 Jul 2011
WIP: Molten Shader – Getting pattern and color look I want.
WIP: Particles Sparks R&D – Raw render & test glow, blur etc in post.
Start: Smoke Sprite or Smoke Sim in sh020. (Decide which to use or both).
WIP: Hammer Model – More details on head and handle like chips and burns.
Week 08
01 to 05 Aug 2011
WIP: Molten Shader – finalize the shader.
WIP: Smoke Sprite or Smoke Sim in sh020 – finalize the look and render.
Start: Finalizing mood/lighting in sh020.
Start: Rendering various elements at low resolution.
Start: Test rendering passes such as motion vector, depth & distortion.
Start: Move on to sh010 and 030.
Week 09 (SIGGRAPH)
08 to 12 Aug 2011
WIP: Set up lights for sh010 and 030, could possibly reuse sh020 scene.
Start: Simple medieval brick wall texture map as background.
Start: Final tweaks on cameras and animations.
Start: Small flying/bouncing debris upon hammer collisions.
Start: Optimizing render settings etc.
Start: Rendering final at low-res, possibly even at HD720.
Week 10
21 to 26 Aug 2011
WIP: Rendering final output (Back up)
Start: Post-Production and sound effects.
Week 11
29 to 30 Aug 2011
29 Aug – Last day in SESI.
30 Aug – Flight back to Singapore.
end.




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