Day 21 | Character | Vellum Configure Cloth | Image
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- rmagee
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- oliviacefai
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While the cape idea is basic, I took the opportunity of this entry to dive really into the details and refine the work as a full case study. The cape is simulated with several type of constraints which are animated over time. I used the recently discovered topobuild node for the modeling.
I am also more and more curious to explore Karma for Non-Photorealistic rendering (Karma CPU), creating shaders that use world space texture coordinates instead of UV to shade using ramps of colors. I sculpted the model in Zbrush some time ago as a portfolio piece, but never exported it outside of Zbrush. Since it contains over 150 named layers and hierarchy of pieces using multiple levels of subdiv, this was also the opportunity to dig into the workflow of Zbrush to Houdini Vellum and Solaris, using lessons from a few SideFX Solaris masterclasses. I had this in mind for months but never had the courage to tackle it. Thanks Mardini for giving me the opportunity to do that RnD!
I am also more and more curious to explore Karma for Non-Photorealistic rendering (Karma CPU), creating shaders that use world space texture coordinates instead of UV to shade using ramps of colors. I sculpted the model in Zbrush some time ago as a portfolio piece, but never exported it outside of Zbrush. Since it contains over 150 named layers and hierarchy of pieces using multiple levels of subdiv, this was also the opportunity to dig into the workflow of Zbrush to Houdini Vellum and Solaris, using lessons from a few SideFX Solaris masterclasses. I had this in mind for months but never had the courage to tackle it. Thanks Mardini for giving me the opportunity to do that RnD!
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