Working on some more Redshift today trying to dial in some shaders. I reworked my thin film to be a bit more subtle and took a stab at some subsurface scattering gummy bears. Pretty happy with the results.
Doing some testing this weekend with Pyro sims and I noticed so interesting differences between how they look in Houdini / Redshift native and exported as VDBs into C4d / RedShift. This is part one, Houdini and Redshift native. It’s ugly and imperfect, but like I said I just wanted to test some things.
I like the C4d animation better. Has a more solid feel. But compare the stills and Houdini has more subtle things going on.
Next Step is to get the render settings and Post Effects more aligned and work up the textures of the grill to something more realistic. I was just happy to get this sim running cleanly like I wanted and in both programs in one day honestly.
Wanted to play with animating the last project I posted. It’s my first go at actually getting into a keyframed animation in Houdini. Everything else I have done has just been a sim. Actually getting into the POP network and keyframing it to behave how I was wanted was nice. Overall, Keyframing in Houdini seems pretty easy. No need for the Dope Sheet like in C4d to move keyframes.
Just wanted to work on a quick daily messing around with layered materials in RedShift Houdini.
Did a bit of scatter of smaller spheres as well which I need to look into how to UV. Not too sure on how to use Particles in Redshift yet.
Been focusing more on my realism with CG lately and wanted to post a few different pieces using Physical Renderer in C4d and Corona Renderer. If you follow me on Instagram you may have been seeing these trickle in. Lots of little differences between the two render engines. The light plays a bit more subtle with Corona but Physical can hold it's own once you tweak the GI a bit. Corona gets the "Flare" of sunlight with shadows way better. Corona is really plug and play, no tweaks from the defaults at all but the materials are a bit different and it crashes Team Renderer every time. So it is not production ready as of yet. Interactive render is very responsive, but save often. Physical gets some really nice details and the Multi-Pass is less glitchy.
Right now in my head I think for stills I would use Corona and for anything needing animation I would use Physical but I got this feeling I can get more out of Physical yet. Anyways, check em out.
So this weekend I wanted to figure out a way to get a "Tron" type effect using the CGI shoe as a base. Pretty happy with the results. Set it in a mirror box, layered back in the solid CGI shoe for realism and added some particles to liven it up a bit. Toyed with blurry reflections but I enjoyed the sharpness of this more.
I also made use of the Sabertooth render passes tutorial I posted below which was super helpful. I set up a render with particles, one without so I could get a clean shoe and one with the real shoe on. That saved a ton of time by being able to click through them and make sure it all works and fire off one render. The only big problem with render passes though is that it does not support network rendering so no render farm when using it.