Tag Archives: 3D

Multiblend shader with Snow

Below are few screenshots of a shader I am working on.

It blends two sets of texture maps (Diffuse, Normal, Specular) based on vertex alpha and diffuse alpha channel. And applies snow color, normal map & specular for pixels facing upwards.


multiblend_snow_001

multiblend_snow_002

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First Draft of Procedural Building

Houdini Digital Asset.

Generative Art

Copy SOP in Houdini is a wonderful tool to generate art based on expressions.
Here are couple of random ones –

Alnwick Castle Final Render

Near the finishing stage, it feels I could go on forever. Tweaking and adding details. But that’s what artistic process is. It’s never done unless the artist calls it done.

Below is the comparison between my Inspiration and Work.

Alnwick Castle WIP 02

Here is 2nd iteration of Alnwick castle being recreated in 3D.

Terrain has started to fill up and got correct shape. Wonky trees are in place. River looks better with just addition of foam, although much work needs to be done on waves & shading. Foreground rock is still a placeholder & Castle looks bit dull for now. But at the same time overall lighting needs to be calibrated with textures to add some bright/lively feel (as in the painting).
Next iteration should hopefully be final one.

Alnwick Castle WIP 01

It’s been ages since I have been hands-on doing some art or animation.
For warm-up on art side, I have started 3D recreation of a painting by Venetian painter – Canaletto.
The painting is Alnwick Castle.

Below is my first WIP post.
Everything is at 1st iteration in the render. Castle blocks, terrain, basic textures, river material etc…

Next step is 2nd iteration – Modeling touches & final textures on blocks, terrain sculpting (also some work on textures/blending), populating terrain with clutter(veg, rocks), River material (idea is to get the murky water with flow as in painting), Rocks everywhere, Wonky trees, Sky & very important – Lighting.
Also last chance to try to prepare textures for the painterly look rather than current realistic one.

Computer Graphics in Games