Friday, May 31, 2019

Week 09: Artery Material


Started bringing assets into Unity, created a procedural skybox in Unity.


Exported the HBV particle and baked texture maps from Houdini, created a transparent material in Unity.


Close-up of capsid with material, texture, and flat color applied. The arrangement of surface proteins isn't totally technically correct, but will do for now. An instructor and fellow student are helping me develop a technically correct T=4 icosahedral capsid, which is pretty much a rectified truncated icosahedron. The vertexes in this shape will serve as points to duplicate the surface proteins.


I began developing this material in Houdini for the inside of the artery walls. So far, I haven't been able to figure out how to convert point color to vertex color in a way that would allow me to bake the detail here from the material node as a color texture map. If I could figure out how to do that, then I would have the color map, then I would generate geometry displacement from the procedural texture in the material node and bake that in normal and ambient occlusion maps. 


So, I decided to continue development of the artery wall in an Attribute VOP node instead of a material node. Below are a couple of variations of the results I have achieved so far in VOPs applied to a half pipe. This geometry detail can be baked to texture maps and a lower resolution model.



These are the sample branching arteries developed last week by using a polywire node on a curve.


Here is the Attribute VOP applied to the sample branching arteries. The polygon normals have been reversed, and the view is from the inside. It's a good start, but needs some serious tweaking.



Development will be continued on the arteries and HBV particle next week.

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Week 11: Finalize and polish