8/17/2022: Wednesday Recap #4

8/17/2022: Wednesday Recap #4

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Everydays Project #322-328

#322: Hedra Parameters

I learned about the “Set Value as Text” option on the TextPlus primitives and tied the P-Val and Q-Val values to the P and Q parameters in the Hedra Primitive. Then animated the P and Q parameters. The sum of P and Q must be less than or equal to 1, which is why increasing one value decreases the other.

#323: Ingrown Overgrown

Wanted to try and use the Hair and Fur modifier to make an overgrown vegetation appearance. Put the biped covered in the same modifier but scaled down. Added a fog environment map and used the depth of field to give it the glowing look.

#324: Portal 1

Honestly just thrilled that the fog atmosphere map works with Arnold GPU rendering now so I’m just using it for everything.

#325: Equipment1

More work on my environment for Clinton Jones‘ upcoming 3D Community Challenge, “Moving Meditations”. Watching this week’s livestream, I continued working on an environment for my animation. Since I want the room to look like an exercise or yoga studio, I modeled some exercise balls, step-up platforms and some single standing lockers. I also added some 3x scaled copies to fit the size of the larger bots I want to include. I also made façade entrances to “locker rooms” for both, regular sized and extra-large robots.

#326: Cosmic Glass Donut

Didn’t have much time to work on this one. I grabbed my starry sky that I use in other images and put a glass torus in the middle. I used Edit Poly to grab only the top 1/3 of polygons and detached them. Extruded and then turbosmooth gave it the smoother icing texture. Made icing material transparent with a Noise emission map and a Noise(3D) colormap.

#327: Pond Water

After going down a rabbit hole reading about various organisms in pond water, I decided to try modeling a few of them, namely globe algae, water silk, Synurids, Chlorella and mis-colored Chlamydomonas. Then made it animated as if looking through a microscope, focusing on the different depths of field.

#328: Very Clean

Was in the shower when I came up with the idea to try and model a soapy environment. I had just learned about the “Scatter” compound object option so I thought I’d give it a try. Used scatter to place bubbles randomly on the ground plane, which was large white plastic. I also scattered them randomly across the faces of the glass cube and the glass pyramid. I used the “Use Transforms Only” option to also make the floating bubbles at random sizes and distances. I used a sun and sky environment and the clouds sphere I use in other projects as background. Also used depth of field on one rendering and combined the images in layers.

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