Day 5 | Model: SOPS | ENVIRONMENT | Image
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simple quickie today, Environment: context: materials/lighting, it was either this or build a jazz bar on Olympus Mons but the Environmental Impact study wasn't having my Caldera-bass bin conversion concept...
Gareth J.R. McFarlane
Occupation:hmm...Houdini is kinda keeping me occupied of late, in good fashion :)
Location:Not far from where Ned Stark beheaded that fellow(we were not consulted)
Occupation:hmm...Houdini is kinda keeping me occupied of late, in good fashion :)
Location:Not far from where Ned Stark beheaded that fellow(we were not consulted)
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- OrganicComputer
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"Light filters through the fractured ceiling of an ancient cavern, illuminating remnants of a dry and dusty biome. Here, the land itself seems shaped by unseen forces—smooth, undulating waves of stone eroded not by water, but by time and movement and intent. Floating silently in the cavernous space, scattered across the shifting surface along a golden path, a series of metallic artifacts drift along in quiet procession, their purpose long forgotten."
The cavern geometry is generated by a sweep using several cross-section variants along a curve which drives all of the geometry. Then, some layered noises in the right places to achieve some visually pleasing shapes, followed by a bit more similar layered noise in the Karma material to rough things up a bit and help with the light bouncing around a VDB volume sourced from the cave walls --- all comes together to create an almost sculpted surface in the final render.
I hope you enjoy this as much as I enjoyed making it.
see you soon,
-alan/organic
p.s. this was my first time using instanced spot lights in Karma --- 5/5 can recommend, will visit again

The cavern geometry is generated by a sweep using several cross-section variants along a curve which drives all of the geometry. Then, some layered noises in the right places to achieve some visually pleasing shapes, followed by a bit more similar layered noise in the Karma material to rough things up a bit and help with the light bouncing around a VDB volume sourced from the cave walls --- all comes together to create an almost sculpted surface in the final render.
I hope you enjoy this as much as I enjoyed making it.
see you soon,
-alan/organic
p.s. this was my first time using instanced spot lights in Karma --- 5/5 can recommend, will visit again

Edited by OrganicComputer - 2025年3月5日 19:04:55
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