Back to the business of Messiah and what it can do today


#22

Thanks for the kind comments, and here is my last three for now.

R


#23

Some more procedural fun, using Noise, Gradient, and TLHPro Distance nodes. The spot is controlled via a null

R


#24

Caustics play

The next set of pics is some caustics examples I played with over the weekend. All use TLHPro Easyglass (great glass shader) and TLHPro_Occlusion.

R


#25

Looks great:thumbsup:


#26

Thanks Aaaron

and the one I forgot

R


#27

Very fun stuff Rush. I love these tests your doing.


#28

I’ve recently tried a different approach to attempting to create something resembling hair in Messiah, here is an early example. Created using particles and procedurals.

R


#29

rush321:
Looks great. This is so far beyond my current understanding of messiah - could you post a screenshot of the nodes and item list?


#30

Caustic shots are great and would like to see of the hair or the grass can be used in a overall pic (a beard or a grassy hill) . Then it is beyond a simple experement to something useful.


#31

Wow, the hair renders look pretty slick! I need to start poking around Messiah’s particle system after seeing what you and Wegg have been up to with it. :slight_smile:


#32

dobermunk: I will post a screen shot when I’ve simplified the node flow a bit more. Thanks for your comments

Dann-O:Thanks for your comments. All the examples on in this thread can be used in what ever manner is required. The idea of this thread was to prove Messiah capabilities in certain areas rarely talked about outside #messiah3d.(Messiah chat).

pnoland:Please do! It really is very good.

last of all one more pic.

R


#33

Here is a recent shot of my most recent (make do) hair/fur studies. Generated using 1300 particles emitted from and locked to mesh object, shading is all standard nodes.

This one is tighter to the geometry:

R


#34

Thats some great experiments you got going there - Rush!

You are a beast.

Guess i need to get back into the game.


#35

Happy New Year. Thought I’d start the year with a few renders from end of last year, all use the technique of ‘Bloat effect weighting’ on a simple sphere. (technique is described in post #13 of this thread). There are a few difference though, ‘MetaWeight’ is driving the bloat effect which has allowed me to stack ‘procedurals’ and fine control is via a ‘MetaEffector’ (small screen shot)


The ‘MetaEffector’ is only applied to the top of the sphere, and of course it can be animated as required.



Glass shader is ‘Easy Glass’ from TLHPro

R


#36

Forgot to mention that the for me the real benefits of this technique are its real time effect on geometry, and being visible in the 3d view ports as shown in the example below.

R


#37

nice technique but problem with it is that displacement moves or changes when you move the objects, it does not stay still, does not matter if you even parent it to master object and just move that. Maybe am i missign something here?


#38

Kursad, you are incorrect, if it is parented correctly the effect will stick to the mesh if required, I’ve demonstrated it for you below, not an animation (need to talk to Alex to get space for that) but it show the upright position in the first and rotation of the object in the next.

Sorry for the basic shading, but its just to demonstrate that you can move the object.

R


#39

Rush, can you please try it with cube shape procedural?

to see the actual problem, please download this video
http://www2.bigupload.com/upload2.php?r=1


#40

kursad:
the procedural objects in messiah aren’t reliable with displacement. I think of them as shaped nulls. They definitely don’t work correctly with displacement maps. Load a mesh and try that.


#41

Rush. How much control do you get with this? Could you show the realtime displacement of perhaps the shape of a fish going through a tube?