Particle Rain & Balancing Pebbles
This project created a wet ground with rain pouring down on a stack of balancing pebbles. Create a wet map from the particles using a 2D Houdini volume and COPs, shading the scene in Redshift.
BRIEF:
"If you could describe yourself as an object - what would it be? How would you visualize it?"
This is an open brief from The Mill Design Studio for everyone to show off their unique creative skill set.
"Have a think about an object that represents you and your creative personality. Visualise it in any format and style you like – be it 3D, 2D, or mixed media. Have fun with it!"
My short explanation of the idea:
I describe myself as a stack of balancing pebbles. My growth background was full of collisions and fusions of cultures and values, just like the transport of pebbles in a stream caused me to collide and rub against one another, and the resulting abrasion produced the smooth and rounded shape of myself. I often played a balancer role in my life, whether for family, friends, or colleagues. At the same time, I learned to develop myself and collaborate with others with different perspectives. Therefore, I created this scene of balancing pebbles, which coincidently turned into the shape of The Mill's logo in a Zen way.
"If you could describe yourself as an object - what would it be? How would you visualize it?"
This is an open brief from The Mill Design Studio for everyone to show off their unique creative skill set.
"Have a think about an object that represents you and your creative personality. Visualise it in any format and style you like – be it 3D, 2D, or mixed media. Have fun with it!"
My short explanation of the idea:
I describe myself as a stack of balancing pebbles. My growth background was full of collisions and fusions of cultures and values, just like the transport of pebbles in a stream caused me to collide and rub against one another, and the resulting abrasion produced the smooth and rounded shape of myself. I often played a balancer role in my life, whether for family, friends, or colleagues. At the same time, I learned to develop myself and collaborate with others with different perspectives. Therefore, I created this scene of balancing pebbles, which coincidently turned into the shape of The Mill's logo in a Zen way.
Reference & Inspiration
Breakdown
Overall Node Graph.
Pebbles Modeling.
Created a grid as the rain emitter, and object merged the Pebbles model as the collider. Wired into the Popnet to generate the particles. Inside the Popnet, set variance in Popsource to get random velocity to particles. Use Popproperty to bounce randomly, roll over the surface, and kill the bounce after hittotal > three times by Popwrangle. Used Popreplicate to create more particles whenever the first particle hits the ground as the splashes. Cached out the simulation to be ready for building wet map.
Created image sequence of the wet map in UV space and transferred it to Copnet to render out, determining where the shader should be wet or where it is dry in Redshift, so it doesn't have to use a lot of points cloud of the initial grid which is slow down the rendering.
Applied the wet map cached out from the Copnet to the ground shader, matching the rain fx perfectly.
To Render the set up created with Redshift, I seperated the particles from the simulation, and rendered the ground and pebbles deirectly. The ground texture is from Aixterior, and the rocks textures are from Quixel. HDRI map from Poly Haven allpied and have the RS lights tweaked to have more detail either in the shadows or highlights.