algorithmic modeling for Rhino
Grasshopper preview, no baking, no rendering
www.tyrertecture.com
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Albums: Acid Trip
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LOL! AMAZING discovering! Rendering with GH!!! It's not a very fast approach but is interesting to make experiments.
For each vertex generate a bunch of random rays that shoot from it and go towards a random direction that can't be greater than 90 degrees to the vertex normal (creating a hemisphere).
The percentage of these rays that intersect any other geometry is the occluded value for that vertex. You can also add a distance limitation (if the distance to the intersection is greater than x then it's as if there was no intersection).
If you are working on a subdiv mesh, to speed things up, instead of calculating the AO on the vertices of the final mesh subdivision (say 3 subdivs), first subdivide it once, bake the AO on it, then subdivide it twice. You can also use the blur mesh component from weaverbird. It might even look better since it smooth things out (like using a biased rendering method).
Ok i made some time to play with it, its fun. Never really properly considered utilising the preview options of gh geometries. I can see this technique being used to make some fantastic animations.
Muscle 006:http://www.grasshopper3d.com/photo/muscle-006?context=user
Pretty neat solution, I gave up after trying to use the material diffuse/emissive settings you suggested. I've got a few deadlines coming up but i will have a go when i have some time
dude that is sweet! So what pipeline did you end up using? was it what you explained in previous comment?
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