This workshop will focus on the modeling and shading the elytra (shell/wing cover) of the ladybug. In the process we will explore using point clouds to interactively place the spots on the elytra.
Once that is completed we will create a custom “beetle” shader that will allow the artist to quickly create the material for multiple types of beetles. Finally we will learn how to save the geometry as a packed primitive and then render a scene with thousands of instances of the shell.
PART ONE: INTRODUCTION
An introduction to project and what you will accomplish by the end.
PART TWO: CREATING THE ELYTRA
Designed for complete beginners to Houdini and its modeling tools. Here you will learn how to model the shell using a NURBS Sphere and a couple of Carve Operators. Other Houdini nodes used include the Sweep, UVTexture and Group.
PART THREE: GENERATING A POINT CLOUD
Here you will use the Add and Ray nodes to generate a point cloud that can be modified in real time. The point positions will be used by a compositing network in the next video to generate the interactive color map for the spots on the shell.
PART FOUR: BUILDING THE SPOTS
First you will create a user interface to control the final color map and test size in the geometry context. Then you will create a custom composting node to read in the point cloud and generate the spots on the shell. You will then test the interactivity of creating the color map.
PART FIVE: CREATE A BEETLE SHADER
Now you will create a Beetle Shader that imports the color map generated in the compositing network but also procedurally creates secondary spots, shell coloration, and shell bumpiness.
PART SIX: PACKED PRIMITIVES
fter testing and rendering the Beetle Material you will complete this lesson by learning how to create a packed primitive and then using it to instance thousands of beetles..
COMMENTS
Please log in to leave a comment.