Showing posts with label programming. Show all posts
Showing posts with label programming. Show all posts

Saturday, November 3, 2018

rbf shaders & light filters for Arnold

New tutorials done by Jason Mertens are available:
You can get the tools on www.octoplug.xyz
 

Sunday, October 30, 2016

Radial Basis Function suite of node for Maya in c++ - update to maya 2018

Radial Basis Function suite of node for Maya in c++

The plugin is still available on gumroad and have been updated for maya 2018 for win only. For other os/maya version contact me.




Thursday, October 27, 2016

proceduralNoise on gumroad : Arnold/C++

Custom proceduralNoise textures for arnold are now available on gumroad:

flakesNoise:

gaborNoise:

simplexFlowNoise:

simplexNoise:

worleyNoise:

Wednesday, September 7, 2016

iridescenceShader on gumroad : Arnold/C++




iridescence shader for arnold is now available on gumroad.



Saturday, January 30, 2016

modulateNode : Maya/C++

Here is a modulate node that coul be used to drive different kind of stuff in a procedural way:
 - components (vertex,face and edge),
- weightList (deformer)
Components or weighList can be drive by position,curve or mesh.
The node allow to modulate the value over time with fading effect.
This node can be use for procedural modelling or FX for example.

node:


Driving components in different situation (locator,curve,mesh):




Driving (mesh) weightList onto a textureDeformer:

Accumulate overTime:
Fade overTime:

deleteFace overteTime:

-------------
More complex example, mixing multiple modulateNode:
1- polySmoothFace
2- polyExtrudeFace 
3- polyExtrudeFace 
4- polyAverageVertex
5- deleteEdge

nodeEditor:

Example along curve with animated over U:


Saturday, January 16, 2016

proceduralSuite : Maya/C++


Here is a new project that i am working on.
This project is a suite of nodes for making procedural deformation on maya (works also with openVDB).
My goal is to produce a suite of node that allow the user to mix and create different kind of deformation based on various kind of noise: worley, turbulence (turbulence, fbm, billowy, ridged, inigo quilez, mountain, flow noise )

I try to keep workflow simple:
1-init mesh/openVDB point position
2-doing procedural stuff via mixing noise, modify, modulate etc
3-inject result into a deformer (position and/or color) or openVDB data

more information : http://soup-dev.websitetoolbox.com/post/procedural-node-project-c-7840627

Below few screen of the actual project:

The workflow onto a mesh:

The workflow onto an openVDB:


modulate noise value by curve, mesh or locator position:

turbulence Node:

worley Node:

util Node:

RockGenerator exemple:

few other exemples:










Friday, January 8, 2016

vortex deformer : Maya/C++

Here is a multithreaded vortex deformer for maya.
The deformer allow to add a vortex defromation on to a mesh based on input matrix (for exemple a locator). This one can be used for exemple to fake whirhpool over ocean deformer or anything else. The deformer also create a colorSet which can be used for shading. The noise is based onto a perlinNoise derivative.

Deformation :

Interface:


Color:
Red = rotation amount
Green = noise
Blue = detph

Below few exemples: