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This page shows geometries shaded in such a way that they are intended to mimic the "look" of images recorded by a scanning electron microscope (SEM). This is a microscopic specimen, inspired by a two things.
1. An image from SEM (Scanning Electron Microscope)
2. A specific illustration by a German zoologist Ernst Haeckel.
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Side by Side Comparisions
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SEM Reference
Inspiration from Ernst Haeckel
Render
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Occlusion Render
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Occlusion Render without Displacement and Subdivision
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Visualizer Render
OSL Code Links
The reference images are captured from a SEM (Scanning Electron Microscope). The images created from SEM don not have any light source, but I came to notice it seems to be lit from all the edges, similar to a rim light. So along with Professor Malcolm, we created a OSL shader mimicking the visual look of lit edges.
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AIM: A shader which creates a 180 degree fake rim lights.
Technical issues and Problems
This was quite a unique assignment and it presented quite unique challenges.
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1. A Smooth and Curvy Look: During my first attempt, I ended up with very high polygon count asset not accurately matching the reference. However, Renderman's "Render polygons as subdivision" came vey handy in terms of maintaining a low polygon count as well as well as matching the look.
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Initial attempt: High poly and not smooth/curvy enough
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After using Renderman's "Render Polygons as Subdivision"
Low Polygon Count
2. Mesh Pointy Extrusions: During my first attempt, as seen below, I ended up with a very high poly extrusion which did not match the reference accurately. Similar to above, after using Renderman's "Render Polygon as Subdivision", I was able to recreate the desired look.
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Initial attempt: Pointy edge
After using Renderman's "Render Polygons as Subdivision"
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Low Polygon Count
Self Evaluation
This was quite an interesting and unconventional assignment and it offered a very unique approach to creating the output. It was fun to derive and deduce the look to match the reference.
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If I had more time, I would direct it towards the following:
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A more detailed visual form and perhaps more of them.
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Delved further into controlling displacements via proficient masking controls for very minute details.
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Adding a element of color and mood