Personal project "Grains"
goal was to simulate a closeup of the beach.
Stones are procedurally created in Houdini, thanks to voronoi fracture, for each loop and vdb workflow.
The beach geometry is also created in Houdini, thanks to the Mountain SOP.
In Maya the stones were then created with different shaders.
Different glass, glossy and matte and different SSS shaders. All with random color in a ramp, for diffuse, reflection color and refraction FOG color.
With Mash these were then scattered on the beach geo...in the end about 3 million.
now find a nice perspective, light it, turn on depth of field and render :)
Stones are procedurally created in Houdini, thanks to voronoi fracture, for each loop and vdb workflow.
The beach geometry is also created in Houdini, thanks to the Mountain SOP.
In Maya the stones were then created with different shaders.
Different glass, glossy and matte and different SSS shaders. All with random color in a ramp, for diffuse, reflection color and refraction FOG color.
With Mash these were then scattered on the beach geo...in the end about 3 million.
now find a nice perspective, light it, turn on depth of field and render :)
Of course with V-ray!
work by me: lookdev,texturing,shading,lighting,rendering,compositing
Rendering was created at @ r-quadrat GmbH & Co Kg