rmagee
2024年3月26日 00:00:08
Day 26 is the SideFX Labs Edge Damage node:
Here is a
scene file [
media.sidefx.com] with some examples from the video.
anon_user_86835697
2024年3月26日 01:05:06
d26
leviathanbadger
2024年3月26日 01:11:47
Day 26
Promenade10Q
2024年3月26日 07:49:27
e
wendimautsala
2024年3月26日 08:14:46
Amazing node, I was looking to combine with LookDev layout, but still need a bit investigation.
Made with Greyscalegorilla+
johancc
2024年3月26日 09:24:27
Day 26 - Edge Damage. For this one combined VDB's with edge damage. All done in Houdini and rendered with Karma XPU.
Onguu
2024年3月26日 09:37:24
Day 26 - Labs Edge Damage
~ Paper Hike ~
JanHebein
2024年3月26日 10:01:08
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
2024年3月26日 12:50:54
AM 26 Edge Damage
SBJah3D
2024年3月26日 13:21:10
Hidden gold
finishet
2024年3月26日 13:35:38
Day26 - Labs Edge Damage

ciaoZ
2024年3月26日 14:28:47
Day26. The edge damaged troop wins!
The chess stone models are from Substance source. The basic materials are from greyscalegorilla. Made with Greyscalegorilla+
thimer
2024年3月26日 15:21:58
Day 26
heytensleon
2024年3月26日 16:08:56
Day 26 - Labs Edge Damage
Andreas_M4
2024年3月26日 17:32:58
26
vanity_ibex
2024年3月26日 19:01:26
Day 26 - Edge Damage
Pablopaulo
2024年3月26日 19:07:54
Day 25 Edge Damage Sop
popitz
2024年3月26日 19:50:59
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
2024年3月26日 20:06:13
Day 26 - LABS Edge Damage
Made with Greyscalegorilla+
oliviacefai
2024年3月26日 20:11:07
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.