Fantasy Plant #1

While researching plants I thought of a plant I used to play with as a kid while at school. I did some research and found it was called a jewel weed. I played with them because sometimes when you touch them they explode. I thought it would be fun to have this really explode with a pyro sim, that coupled with the seed pods interesting material, I thought this would be a very interesting project.

The First thing I went about doing was a test of pyro, to make sure I could make it collide with objects. The Pyro sim was very simple just a pyro explosion and a static solver interacting with it via a merge. I then exported it as VDB sequence with a density and heat field. I use an arnold volume and volume shader to teak the look of the sim.

I then went about modelling the seed pod. I kept it low poly and made sure to take into account at render time smoothing and subdividing. I then started on the shader and found that a combination of refraction and subsurface was what was working best, iā€™m still in the process of refining this but the material attributes are in the images below. The displacement is driven by 2 simplex noises, one fractal for general roughness, and one rigid for distinct wrinkles. Both noises were stretched around the model and with some remaping and clamping I found some very good results.

Although I think the biggest breakthrough was using the randomwalk attribute in the subsurface scattering. I think that is what really made it feel like the light was penetrating thought it. The issue is that this can increase render time and with such a complex scene optimizing renders will be a constant battle.

randomwalk off

 

randomwalk on