View Full Version : Pixar Bread

11-12-2010, 01:51 AM
hah, got your attention... :]

anyone feel like giving this make-a-LWplugin a go...?

11-12-2010, 01:55 AM
Hehe, I didn't even understand the explanation. :)

11-12-2010, 07:13 AM
It actually looks like it would be a perfect candidate for voxels, like this image:


11-12-2010, 08:31 AM
I guess it can be done with hypervoxels, somehow.

11-12-2010, 09:46 AM
Does LW do point clouds?

11-12-2010, 05:44 PM
Does LW do point clouds?

sorta, but not sure how much it would help...

11-12-2010, 07:46 PM
I have asked about the point cloud thing before. It became a point of interest with me after watching some videos on fxguidetv where they show off how NUKE uses the point clouds generated in MAYA (or I assume perhaps Softimage.)

I just see this as another "flag" saying maybe this is something we need to look at closer.

11-13-2010, 02:13 PM

I came up with this. This time the bread is fully CG (almost).
There's some photo element in the color texture.


11-13-2010, 02:34 PM
I think I would try a displacement from Zbrush, first but that's just the sculpter in me. I really don't like punching in numbers all day.

11-13-2010, 04:24 PM
bazsa73, that's pretty close... :]

...may i ask what technique that was used?

11-14-2010, 12:22 AM
Hi Erik,
I make a tut-sheet out of this. Soon be back.


11-14-2010, 03:52 AM


11-14-2010, 04:48 AM

11-14-2010, 07:52 AM
So what am I looking at. Is it displacement adn particles with hypervoxels?

11-14-2010, 09:33 AM
Yes, exactly.

11-14-2010, 02:48 PM
VERY cool bazsa73.... :]

that's darn good!
thanks a lot for the info, i know some others are curious about this as well :]

great stuff :]
btw, it might be that DP boolean could be of help too...

11-14-2010, 03:12 PM
WOW! Nice LW Bread!

Hypervoxels is good to do a lot of things! I've used it to do terrains, threes, stones, dust....

I think hypervoxels would be amazing if they add:

a) Better blending between volums. Actually it's a shame the way they blend, what make unusefull to simulate fluids. Kantakan Dynamite plugin uses Metaballs. We would need the same metaball blending in hypervoxels.

b) Tools to manipulate the volum area. Maybe a brush or minimal a cage.

c) Nodal or layers to combine fractals

and about the Pixar shade, it would be very usefull and welcome. Nice to have some dusty or fiber elements like that on a shader available throught surface panel.

11-14-2010, 03:40 PM
that's some nice lightwave bread! :) Can you make it move so we can see a little better what is going on?

11-14-2010, 03:51 PM

In the linked-to version, you told me it was photographic. How much of this new version was a photo?

Chris S. (Fez)
11-14-2010, 04:08 PM
Holy bread, Batman! Does it hold up when animated?

11-14-2010, 04:41 PM
Thanks guy yes I think most probably this bread could be animated but of course first I have to animate it :D
But I am curious as well. Because that would be great to see.

To Pooby's question concerning the photographicness factor:
This version was not retouched in post only colorgradingwise. There is some photo information embedded into the color chanel of the texture but it is only what you see on the sheet, on the zbrush bread.
The bread in the render is SSS based and I added a very slight volumetric touch. There's no post overlapped photo in the final render.

About the DPont boolean Erik, what the hell is that exactly? Because some weeks ago I did some rough test with native booleans, I wanted to make cheese so I cut spheres inside a block, which basically looked nice but not that much. I abandoned that project.

Yes, if hypervoxels could have SSS... But hey, I am satisfied with the result more or less and let's hope that the future brings on a brighter day.
Good night guys.

11-14-2010, 08:25 PM
DP instance might work with SSS, so might be an alternative to hypervoxels...

DP Boolean?
that's booleans in Layout :]

it tends to crash if the scene is to complex, so then it has to render with only 1 thread... (so beware...)
other than that it pretty much works great... except occasional holes in the object, but that shouldn't matter too much in this case i think...