This is a study in coffee and word play.
Recently I came across some cool Lego mosaics on Reddit and decided to make my own. I started out using Houdini to generate and render them but later decided to replicate the work in Unreal Engine.
The technological focus for this project was on Houdini's latest toolset for ocean generation; Houdini 16 introduced a new way of layering ocean spectra without tiling artifacts. The workflow is very similar to the copy-stamp workflow but instead of copying geometry onto points, each input point creates a patch of ocean waves which blend nicely with its neighbors. The ocean spectrum can then either be used to deform input geometry or used directly in a Mantra displacement shader at render-time.
This is my submission for Allegorithmic's Materialize Contest. The goal of the contest was to re-create a material found on Allegorithmic's Mattershots Instagram account. I've been following Mattershots for a while now and was planning on replicating one of the materials anyway, so it was convenient that I stumbled upon the contest. I decided on creating this material: https://www.instagram.com/p/BYQFu0qFfzo/
Here's another art idea I had for Halloween which I didn't quite complete by the 31st. Here I experimented with Renderman's instancing and my main goal was to push heavily on point count. On my relatively low-powered machine I ended up settling for three million instances, which came out to about thirty-two billion total polygons.
In the spirit of Halloween, I worked on a jack-o'-lantern for this month's art project. The goal was to make a fully procedural pumpkin model with accompanying textures. I used Houdini and Substance Designer and rendered with Renderman.