algorithmic modeling for Rhino
Here is look development for “fabric of information” concept for motion graphics project. Post production is done mainly in Digital Fusion and from there I go to After Effects. For this still frames at the end Photoshop is used to do some minor color corrections.
Idea is to create felling of light glowing stream of data-information goes into darkness and disappears, but keep felling of fabric-string overall look.
Can’t wait to finish rendering of this sequence, Mantra is real workhorse.
On my Flickr profile you can find and download all 4k and 5k images.
Here are some raw renderings from Mantra, untouched by post production tools. First one is 4k and other one 5k. For now i’m pleased with result. Needs a lot work from this point, but i feel inspired.
VEX is really powerful language system in Houdini. Just fact that you can recreate most of the nodes that ships with Houdini out of the box is mind blowing.
What this means for us designers?
Well, possibility to go low level and do some stuff that you can’t in other software packages, or it is very hard, means we can be more free in materializing our ideas and visions.
For example, shop context and shader development system in Houdini allows you to affect any value that is fabric of shader and return a meaning-full value in a sens of shader that can be rendered.
This system is test that is based on fact that is possible to distort uv tiles coordinates in shop vex context. As assumption is proved, a lot of possibilities for motion graphics effects are opening.
This particular poc (proof of concept) for animation project is designed from one plane grid object, one distant light, and one texture in shop’s “material shader building” network. I found that Houdini’s Mantra handling of displacements is stunning. With each next project like Mantra more and more, seems like really reliable rendering solution.
Idea is developed, now I’m look forward for doing some high res renderings and look development for style on static frames.
After that next stop is animating values on developed shader for small motion graphics project - animation.
Hello to everyone.
This is final video of this tutorial series considering making point attractor systems in Grasshopper 3D and visualizing it through 3Ds Max Vray and Photoshop. Main goal is to do some small look development so our procedural model looks like maquette and integration in photograph backplate. We use some Photoshop plug-ins from Nik Software collection, mainly Analog Efex Pro and Color Efex.
I really hope you enjoy this series and find it at least entertaining.
Stay tuned for more free tutorial series, that I’m preparing.
Some high res images:
The main purpose of this fourth video in series is to show you how to do simple HDRI (high dynamic range image) IBL (image based lighting) in 3Ds Max and Vray. Goal of our small LSR (light shede render) look dev is to develop light wood maquete look. We’ll continue from Houdini to Max, and use our procedurally designed uv maps to get really fast seamless texturing. AOVs (arbitrary output variables) are necessary because we’ll do some compositing in Photoshop in next video in photographed backplate.
After rendering AOVs and beauty pass next stop is Photoshop. We’ll done basic integration here, and prepare job for last part in this series, and that is 2D look dev, color correction,…
Stay tuned for last part next week.
As always hope you’ll find it informative.