Fun Experiments

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Fun Experiments

These are some of my experiments mainly in Houdini or Unreal Engine or Substance Designer. These are not complete projects, but a small extension of ideas that pop in my head.

 

Real-time Raindrop Shader in UE4

This is a shader experiment in Unreal Engine 4. The raindrops can be added to any material using the highly optimized material function in real-time.

Seamless texture generation in Houdini

The procedural system in Houdini scatters the meshes in a manner that the exported textures remain tileable. The system also provides export options for Albedo map, Normal map, ID map, or even for a user-specified attribute.

Responsible for all aspects.

Rendered using Unreal Engine 4.

ID Map (On the basis of volume of droplets)

ID Map (On the basis of volume of droplets)

ID Map

ID Map

Normal Map

Normal Map

Houdini Procedural Meshes

Houdini Procedural Meshes

 

Volume Procedurals

This experiment presents a volume procedural of the Mandelbulb, brought to life using the Mantra render engine developed by SideFX.

One of the notable aspects of this experiment is the use of volume procedurals with custom surface shader, which are computed on-the-fly during the rendering process. Unlike pre-stored data, they don't require disk storage, making them incredibly easy to transfer and integrate within a production pipeline.

Procedural Variations

Variations of the Mandelbulb can be created by changing the order of the Mandelbulb using the exposed parameter, and the procedural surface shader adapts to the newly computed volume.

 

This research paper served as the foundation for constructing this Mandelbulb setup.

 

Dynamic Surface Appearance

This is an experimental setup built mainly using cross-product. I build a USD (Universal Scene Description) stage in Houdini with the mesh, lights, and cameras, added a simple material with a BSDF and a GGX layer defined in MDL (Material Definition Language) exported from Substance Designer and rendered using NVIDIA Real-time RTX Renderer.

The simulation of the mesh is designed to loop.

Responsible for all aspects.

 

Particle_Sim_tex_test_v1.png

Abstract Art

Made by disintegrating the Disturbia mesh and combining it with Particle Simulation in Houdini.

Responsible for all aspects.

Vertex_Painting.png

Some experiments with Houdini’s Vellum, Fluid, and Rigid Body Simulation Networks (Responsible for all aspects).

The above is one of my experiments with vertex painting in Redshift. (Responsible for all aspects).

 

4K_with_details.png

This tool creates an impurity map around the pyro simulation which drives the disturbance map and gives the smoke this asymmetric look.

Responsible for all aspects.

Tool_Interface.PNG

Exploring Volume Shading in Redshift.

 

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