Below you will find pages that utilize the taxonomy term “omniverse”
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Day 19. Octo Light Box
I ran across this beautiful laser-cut light box design a while ago, maybe from Colossal? These first two images are not mine, they come from this cool Light Box on Amazon
(Not an affiliate link, I just think it is cool).
Anyway, I found it really inspirational, and since I have a fast path-tracer to play with, I decided to try to make a digital one of these as a sketch.
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Day 14. Trench Run
After looking at all of Ralph McQuarrie’s Star Wars concept art, I had minimalism and Star Wars on my mind.
I started in OmniVerse with a single cube and a single rectangular area light, and built this using only the duplicate function, as well as scaling, rotation, translation, and grouping. This took, all told, about two hours. The system kept crashing when I created more than 3000 or so lights, so I had to prune them.
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Day 13. Falling Ribbons
OmniVerse has real-time cloth simulation in it. After waiting about an hour for Blender to produce a jittery, unstable simulation, it was incredibly fun to make these.
As with other simluations in OmniVerse, the result is nondeterministic, different every time you re-run. It was meditative to replay over and over, watching it change in subtle ways.
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Day 12. Blast Shell
OmniVerse has a plugin extension in it called “Blast” which breaks objects apart using Voronoi cells. The resulting fracture pieces tend to have very regular, convex-hull shapes, and in this particular implementation, they are also very evenly sized.
This tool is not deterministic - every time you run it, it produces a different result. I found that I really loved this - as the physics are in real time (or nearly so), it lends an emphemeral quality to every project.
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Day 10. I Want To Believe
After inadvertently evoking a forest fire with an earlier image of trees, fog, and red lights, I decided to re-imagine this with green lights instead of red. My original intention was to evoke a cheesy, spooky, x-files type of scene. The green lights achieve this a lot better.
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Day 9. Ralph McQuarrie Homage #1
I found an old art book while I was looking in my shelves for some ideas for my daily art. It’s a Japanese collection of Ralph McQuarrie’s concept for Star Wars.
Towards the end of the book, there’s this amazing painting, simple and striking, amongs ideas for Coruscant and the Emperor’s Throne Room.
Flattened out, but with glare, here’s that incredible, minimal vision.
I built a really simple model in Blender, which took a few hours.
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Day 8. Kuka Beauty
NVidia OmniVerse is a joy to play around in. Being able to use a real-time pathtracer, with real-time depth of field, it completely changes the way you experiment and explore.
I didn’t clean up the scans at all from Meshroom, this is just a straight import into OmniVerse. I used a wood shop HDR dome light, but I found that it was distracting even when defocused.
I tried to think physically, how a theater set designer might.
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Day 5. 1980's HBO Logo
OmniVerse is so much fun to goof around in, particularly with the path-traced volumetric fog. I’m a huge fan of just tying out simple shapes and setups, to just see how the fog affects a scene.
This is just a bunch of solid glass cylinders with a large purple area light on the left, and several smaller area lights on the right. It has a fog volume that tapers off as it gets towards camera.
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Day 4. Accidental Fire
After goofing around with Blender and Cycles, I wanted to compare how the experience of doing path-traced fog in NVidia OmniVerse.
This is what I’m working on at work, so using this daily artwork as a way to learn my way around the software is killing two birds with one stone.
One of the things that OmniVerse lets you do is have multiple artists collaborating in the same scene at the same time, like collaboratively editing a Google Doc.