since last time i have mostly been working on the metaphor dynamics applying what i learned from making the lava lamp to firstly improve on its appearance, and secondly to create more cohesive connection between the signifier of the lava lamp and the abstraction of the metaphor.
Below are renders of an iteration where im purely aiming to get a good shader for the particles, changing the inputs of the sub surface shader.
this one is too bright and it eclipses the particles in light, taking down the BSS weighting should solve this.
I tried mixing in different shades of colours in the back and from BSS inputs, there are also diffuse inputs so its quite dynamic in what effects you can get
I really like this one as it is rather bright on ons side and darker on the other, getting across that planetary lighting that i want.
I then diced to apply it to some of the other iterations of the metaphor mesh i had to see if it swayed which one worked better on a visual level
Maya freaked out at one part and had ghost particles coming in along with showing.
Getting some interesting and nice visuals, not quite what i am looking for but the experimentation lets me see what can be done in different combinations for future projects.
Here is the base colour of the subsuface scattering applied to some early continental meshes
I think i am onto something here, its a bit too bold but i want it to match in with the colours of the lava lamp, however it looks solid and if i can get this animating and moving like continents then its one step closer to my goal
here is is animating just with field attraction on. They are too similar and i have no control over how they move, but, i do like the bridging and colour changes that are happening. The key here is control so I think my next steps will be finding a way to pul and push them to where i want them to be.
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