Seahorse Relief Carving
Started with yesterday's seahorse model, rasterized it, and used it to drive masking and noise distribution in Copernicus. Leveraged the op: operator with MtlX File to compose the Karma material, layering procedural noises and organic distortions to merge the carved form into the stone surface. Still exploring the "right" ways to handle some of these workflows—but that’s why we practice, eh?
For me, the goal was to push deeper into COPs and procedural texture generation with Copernicus and use those with Karma without going to disk for the textures -- this was a solid exercise for me. Hope you enjoy it as much as I enjoyed making it!
See you soon,
- alan/organic
