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rmagee
Day 26 is the SideFX Labs Edge Damage node:



Here is a scene file [media.sidefx.com] with some examples from the video.
gramofon
d26
leviathanbadger
Day 26
Promenade10Q
e
wendimautsala
Amazing node, I was looking to combine with LookDev layout, but still need a bit investigation.

Made with Greyscalegorilla+
johancc
Day 26 - Edge Damage. For this one combined VDB's with edge damage. All done in Houdini and rendered with Karma XPU.
Onguu
Day 26 - Labs Edge Damage
~ Paper Hike ~
JanHebein
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
Requson
AM 26 Edge Damage
SBJah3D
Hidden gold
finishet
Day26 - Labs Edge Damage


ciaoZ
Day26. The edge damaged troop wins!
The chess stone models are from Substance source. The basic materials are from greyscalegorilla. Made with Greyscalegorilla+
thimer
Day 26
heytensleon
Day 26 - Labs Edge Damage
Andreas_M4
26
vanity_ibex
Day 26 - Edge Damage
Pablopaulo
Day 25 Edge Damage Sop
popitz
Day 26 : LABS Edge Damage -- This is not the first time I play with this node. It can be useful for quick result but i find it expensive and long to compute for what it gives. Sometimes I prefer just doing a For Each loop with a home made VDB Edge Damage tool.
nicolas.dalmer
Day 26 - LABS Edge Damage

Made with Greyscalegorilla+
oliviacefai
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.
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