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#cycles4d

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Xanathon<p><span>Another </span><a href="https://social.phantanews.de/tags/Wormhole" rel="nofollow noopener" target="_blank">#Wormhole</a><span> WIP. I created a circular cloud </span><a href="https://social.phantanews.de/tags/VDB" rel="nofollow noopener" target="_blank">#VDB</a><span> in </span><a href="https://social.phantanews.de/tags/Embergen" rel="nofollow noopener" target="_blank">#Embergen</a><span> and added that to the scene (after finding out about the VDB-importer in </span><a href="https://social.phantanews.de/tags/XParticles" rel="nofollow noopener" target="_blank">#XParticles</a><span>). There are quantizing lines in the cloud, most visible in the foreground, I think I have to change the Voxel size to uprez the VDB. Stay tuned.<br><br></span><a href="https://social.phantanews.de/tags/3DArt" rel="nofollow noopener" target="_blank">#3DArt</a><span> </span><a href="https://social.phantanews.de/tags/CGArt" rel="nofollow noopener" target="_blank">#CGArt</a><span> </span><a href="https://social.phantanews.de/tags/CGI" rel="nofollow noopener" target="_blank">#CGI</a><span> </span><a href="https://social.phantanews.de/tags/Render" rel="nofollow noopener" target="_blank">#Render</a><span> </span><a href="https://social.phantanews.de/tags/C4D" rel="nofollow noopener" target="_blank">#C4D</a><span> </span><a href="https://social.phantanews.de/tags/Cycles4D" rel="nofollow noopener" target="_blank">#Cycles4D</a><span> </span><a href="https://social.phantanews.de/tags/Cycles" rel="nofollow noopener" target="_blank">#Cycles</a><span> </span><a href="https://social.phantanews.de/tags/ScienceFiction" rel="nofollow noopener" target="_blank">#ScienceFiction</a><span> </span><a href="https://social.phantanews.de/tags/StarTrek" rel="nofollow noopener" target="_blank">#StarTrek</a></p>
Xanathon<p><span>Wormhole WIP part 2. <br><br>One torus (set invisible) has a ring polygon selection in the hole that emits the particles, they are bound to the surface by a modifier. Another torus roughly at the same position has a noise-based deformer added to it to make it a little more interesting and then I added a noise-based black/blue shader to it. the first emitter controls a second Nexus up-res emitter that adds more particles without making this extremely slow (it already is not very fast because of the number of particles, even when baked). A third emitter emits the particle stream from the hole. In the hole is a light to create the volumetric cone. Around the light is a black cylinder so you only see the volumetrics outside the wormhole. Rendered in Cycles4D<br><br>My frst serious experiments with X-Particles.<br><br></span><a href="https://social.phantanews.de/tags/C4D" rel="nofollow noopener" target="_blank">#C4D</a><span> </span><a href="https://social.phantanews.de/tags/Xparticles" rel="nofollow noopener" target="_blank">#Xparticles</a><span> </span><a href="https://social.phantanews.de/tags/Cycles" rel="nofollow noopener" target="_blank">#Cycles</a><span> </span><a href="https://social.phantanews.de/tags/Cycles4D" rel="nofollow noopener" target="_blank">#Cycles4D</a><span> </span><a href="https://social.phantanews.de/tags/Wormhole" rel="nofollow noopener" target="_blank">#Wormhole</a></p>