Day 26 | SideFX Labs | Edge Damage | Image
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Day 26 - Labs Edge Damage
The node is nice to break up edges and to make them more round and less unnatural. It is also very useful to mix different masks for shading. I used the edge damage mask combined with a noise for shading the rock.
#karmaXPU
The node is nice to break up edges and to make them more round and less unnatural. It is also very useful to mix different masks for shading. I used the edge damage mask combined with a noise for shading the rock.
#karmaXPU
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Today has been a deep exploration! I started with a safe idea but after 1 hour I told myself that Mardini is here for us to push our capabilities so I took the risk to explore something more original: I wanted to see if I could recreate a model and an image in the Orb-style sculpting that was popular a few years ago among my fellow zbrush sculptors. We use to create edge damage manually.
Once happy with my procedural crystal modeling, I dived into a semi-NPR rendering by creating complex shaders that use curvature, convexity and concavity (just like the edge damage node). Funny enough, I used the "Unreal" tonemap parameters in XPU render settings to further enhance the "gaming look".
Finally as I am missing my glow effect from Redshift, I implemented the old-school compositor technique to add a bit of glow in COPs!
PS: I did not manage to find how to emit (global illumination) light from geometry. That will be for another day.
Once happy with my procedural crystal modeling, I dived into a semi-NPR rendering by creating complex shaders that use curvature, convexity and concavity (just like the edge damage node). Funny enough, I used the "Unreal" tonemap parameters in XPU render settings to further enhance the "gaming look".
Finally as I am missing my glow effect from Redshift, I implemented the old-school compositor technique to add a bit of glow in COPs!
PS: I did not manage to find how to emit (global illumination) light from geometry. That will be for another day.
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