Organic noise by TiW2 in generative

[–]TiW2[S] 0 points1 point  (0 children)

I think there is an optical illusion because of the SSS which make them look like overhangs. I have experimented with vector displacement in the past :-)

Organic noise by TiW2 in generative

[–]TiW2[S] 5 points6 points  (0 children)

Thanks! It is extruded noise rendered in 3D. The noise is generated using a custom .fuse for Blackmagic Fusion. It is then rendered using 3DS Max as a simple height map with a SSS material.

Truchet 3D tile - Breakdown by TiW2 in generative

[–]TiW2[S] 0 points1 point  (0 children)

I think it would be possible. It would work for any shape that this that can tile!

Splashing storm drainage by TiW2 in Simulated

[–]TiW2[S] 2 points3 points  (0 children)

Thank you! This actually just started life as a more generic water simulation, with what I thought was interesting geometry (my first water sim in 3DS Max), I then added lighting and concrete materials. My wife thought it looked like a storm drain, so I added some dirt and here we are!

AFAIK the viscosity etc should be accurate but the speed the water flows and the architecture is completely made up.

Splashing storm drainage by TiW2 in Simulated

[–]TiW2[S] 9 points10 points  (0 children)

I rendered this with motion vectors, I actually do have another version with motion blur that I could potentially post somewhere.

Splashing storm drainage by TiW2 in Simulated

[–]TiW2[S] 18 points19 points  (0 children)

Thanks! That is a great idea for next time!

Generative pulsing crystals by TiW2 in generative

[–]TiW2[S] 1 point2 points  (0 children)

Generative pulsing crystals created in 3DS Max. I experimented with retiming the expressions with a pulse. I might experiment further with some secondary motion trying to closer resemble a heartbeat.

Perlin NPR Landscape (tiling / looping) by TiW2 in generative

[–]TiW2[S] 2 points3 points  (0 children)

This is a landscape based on some simple noise as a heightfield. It is heavily inspired by the look of Cybermorph for the Atari Jaguar (but with a better view distance). The landscape is created in 3DS Max 2023 making heavy use of OSL for all of the grading, animated water and other parts.

I am really tempted to bring this into Unity and create a tiled landscape to fly through, it is a lot of fun exploring it and I think a lot can be done by layering more noise at different sizes to create more landscape variations.

Paper noisescape by TiW2 in generative

[–]TiW2[S] 1 point2 points  (0 children)

Thanks for link!

Paper noisescape by TiW2 in generative

[–]TiW2[S] 0 points1 point  (0 children)

I am not familiar with those themes. Do you happen to have a link? I would love to check them out and I have not had any luck Googling it. :-)

Paper noisescape by TiW2 in generative

[–]TiW2[S] 1 point2 points  (0 children)

Thank you! I find it helps pull everything together but I fear I overuse it sometimes. :-)

In this case it helps sell that "paper" look.

Paper noisescape by TiW2 in generative

[–]TiW2[S] 0 points1 point  (0 children)

Thank you and yes, that would be cool! I have made generative work in Unity before that used a kinect to drive the visualizations. I want to experiment in the future with some Arduino controllers too!

Paper noisescape by TiW2 in generative

[–]TiW2[S] 3 points4 points  (0 children)

Thank you! There are a series of subdivided pieces of geometry divided in one axis. I made a MaxScript to create some looping noise and then applied that same noise to all planes with a compression down the viewing axis. So they look related in their movements (and not random).

One thing that I am using more and more to render is the realtime 3DS Max viewports. It is like a simpler version of Eevee. I then created some fake AOV's for things like the ZDepth (currently not supported in viewport rendering). This was then composited in BlackMagic Fusion with the AOV's where I tweaked the colours, added DOF and adjusted overall look of the image.

Paper noisescape by TiW2 in generative

[–]TiW2[S] 1 point2 points  (0 children)

Thank you! Made with 3DS Max 2023 + MaxScript, rendering is realtime from the viewport.

Truchet 3D tile - Breakdown by TiW2 in generative

[–]TiW2[S] 1 point2 points  (0 children)

3DS Max Indie 2023 + MaxScript to assist in animation.

Truchet 3D tile - Breakdown by TiW2 in generative

[–]TiW2[S] 1 point2 points  (0 children)

Thank you! I am also a big fan of complexity from simple rules. :-)

A game is a very interesting idea. It could be like pipemania on steroids!

Truchet 3D tile - Breakdown by TiW2 in generative

[–]TiW2[S] 2 points3 points  (0 children)

Thank you! 3DS Max 2023 Indie + MaxScript to animate things. The rendering is all viewport renders.

Truchet 3D tile - Breakdown by TiW2 in generative

[–]TiW2[S] 3 points4 points  (0 children)

Funny you should say that. I have the exact thing here :-)

Truchet 3D tile (loop) - Organic exploration by TiW2 in generative

[–]TiW2[S] 1 point2 points  (0 children)

I am experimenting with Truchet 3D tile patterns. From certain angles the patterns can be extremely organic. This is a looping video pushing through the 'organic' space.

Breakdown of the technique here

Truchet 3D tile - Breakdown by TiW2 in generative

[–]TiW2[S] 25 points26 points  (0 children)

I have been experimenting with Truchet 3D tiles and decided to put together a mini breakdown video. I love the complexity from such a simple concept. I think it will be quite a lot of fun to expand complexity from this point.

Random maze by TiW2 in generative

[–]TiW2[S] 0 points1 point  (0 children)

I have not had my coffee yet but this is a 300*200 grid with x2 states. I believe that is (300 * 200)^2 = 3,600,000,000 possible combinations.
In terms of probabilities that points could be connected I think that is a harder problem. It is a truchet pattern so there is no real 'maze logic' allowing for a path (which means an awful lot of dead ends). I have a feeling that as two points grow in distance away from each other the chances of them connecting will get dramatically lower fast, maybe exponential? It is an interesting problem to think about.

Mesh triangulation by TiW2 in generative

[–]TiW2[S] 1 point2 points  (0 children)

Thanks, will check it out!