Meredith O'Malley's profile

Heart Project {Work In Progress}

H U M A N  H E A R T  C O L L A B O R A T I O N  P R O J E C T 
W O R K  I N  P R O G R E S S 
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The graphics and notes on this page explain how custom hypershade nodes written using the RenderMan Shading Language can be combined with sophisticated physically plausible nodes that ship with Pixar's RenderMan Studio.
O R I G I N A L  P T E X  T E X T U R E
M A R I  S T I L L  S H O T S
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C O O R D I N A T E  S Y S T E M  S H A D I N G  A N I M A T I O N  T E S T S
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The objective of this project is to animate a shader using Renderman's OSL, RIB, and TCL scripts. While using Coordinate Systems in Renderman to animate shaders based on distance, I managed to experiment and thus gain a better understanding of the structure of Renderman and other rendering engines like it.
 
Heres an example of the use of a fruit as a test subject for the decay process.
T H E  V I S U A L  T R A N S F O R M A T I O N  {T E S T}
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Here’s an example of the use of a fruit as a test subject for the decay process. The fractal shader on the left is intended to later combine with the existing peach texture to allow not only transforming thru displacement, but also coloring. Much like what the heart needs to do. 
P R O J E C T  R E F E R E N C E S
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P T E X  &  O S L  {E X P E R I M E N T A L  T R I A L}
D I S P L A C E M E N T
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Ptex is a type of texture created by Disney in 2008 that requires no UVs on the model instead the computer memorizes color to coordinates on the geo and essentially projects straight on to the geo allowing an artist to texture directly on the model instead of fussing with aggravating UV maps. The objective of this experiment was to see how a hard modeled object would work with cutter, OSL, and the Rib files in conjunction with RenderMan if it dose not have UVs. The conclusion of the test was relatively clear. OSL isn’t all that friendly with ptex yet. Displacement works on a ptex model, however, as you can see, not too beautifully.
 
I also wanted to test if one could animate or project another texture on top of a ptex texture to add more depth and interest, however, the plug-ins for the textures in cutter are not corresponding with the Mel script. It would fail to execute on the ptex textured object(s). However, there is an interesting occurrence between the coordinate system and how it displaces the objects its influencing. It surprisingly inverts and does the opposite behavior of when it is affecting the color of a selected object. Usually when you scale the coordinate system around the object it will affect the object's desired attribute exponentially. With displacement, the positively scaled coordinate system will have a weaker influence on the objects displacement intensity as displayed above: the smaller values of displacement actually have a larger surrounding coordinate system but at the same time at a lesser extent. I am finding this project challenging but intellectually rewarding. 
P T E X  &  O S L  {E X P E R I M E N T A L  T R I A L}
C O L O R  M A N I P U L A T I O N
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Heart Project {Work In Progress}
Published:

Heart Project {Work In Progress}

The graphics and notes on this page explain how custom hypershade nodes written using the RenderMan Shading Language can be combined with sophist Read More

Published: