Sunday, August 22, 2010

Curly Maze



A maze like pattern made by copy stamping 3 different shapes onto a grid.

Grassy Grass



A grass simulation using fur. The movement is driven by animating the point normals on the surface using a Perlin noise offset. The color is changed by attribute transfer of point color from a single point in the center. No dynamics were used, only SOPs.

The style of the grass was inspired by a Playstation 3 game called Flower.

Tuesday, August 10, 2010

Umbrella Crowd



An animated walk cycle thats copy stamped on a simple particle system. Just having some fun.

Friday, August 6, 2010

SPH Geometry Melt



I used SPH fluid particles to drive the shape of the geometry to get a melting effect. The particle fluids have a high viscosity and surface tension.

High Viscosity and Surface Tension

The SPH particles are imported to SOPs and brought into a lattice that deforms the geometry. The rest input needs to be from the first frame.

Lattice SOP

Wednesday, August 4, 2010

Subsurface Scattering Tests

Some results after testing out some subsurface effects.


The general setup with lights behind the objects.

A little dark...

Sometimes just adjusting the gamma will greatly improve the render.


Trying to mix the colors in one object and shader will result in bleeding across objects.

Color issue fixed by separating the objects and scatter points.